

Zelda: Echoes of Wisdom.
Bought it, but never played it. It’s still in its plastic wrapping, sitting on my shelf, taunting me, quietly whispering “pile of shame” every time I walk by.


Zelda: Echoes of Wisdom.
Bought it, but never played it. It’s still in its plastic wrapping, sitting on my shelf, taunting me, quietly whispering “pile of shame” every time I walk by.


Isn’t Sailfish OS already pretty much “a Linux phone that works”?

Never tried this - wouldn’t all users control a single cursor in this case?


There was a similar question some time ago, so I think it’s worth linking it: https://lemmy.world/post/19546682
Also, check my answer there for a solution that does not rely on a launcher: https://lemmy.world/post/19546682/12260141

Also an “encrypted email host” needs to process the metadata in order to deliver the mail. For mail that needs to be sent to a different server, the receipient’s mail address needs to be decrypted in any case. Even for mail that has a local receipient there is as far as I know (beware: not an expert) no server software that can do this without decrypting the metadata first.
The connection between the sender/receipient and their respective mail server is encrypted (with any decent mail hoster, at least - and both users can check the encryption in their mail client), so the metadata isn’t publicly readable during this connection.
Server-to-server communication is a different story though… This could in theory be unencrypted (it almost always is encrypted though), and as a user one needs to trust one’s mail hoster and the mail hoster of the receipient that they support encryption for server-to-server messages…
Still, I don’t think there is much to gain by adding yet another layer of encryption to the metadata. In the end it’s just going to be encrypted metadata in an encrypted connection, where the same parties have decryption keys for both, the metadata encryption and the encrypted connection…
With an encrypted message body it’s different, as that’s irrelevant for the delivery of the mail, and therefore no mail hoster needs to be able to decrypt it.
The best part is the job opening…
Actively use and promote AI-assisted development tools to increase team efficiency and code quality
Probably the boss of the person who had to write the job opening demanded they include something about AI, and the person who wrote it decided to turn their sarcasm up to 100. The only way to make it more clear would have been sarcastic casing:
Actively use and promote AI-assisted development tools to InCrEaSe TeAm EfFiCiEnCy AnD cOdE qUaLiTy


The actual writing of course isn’t pure. Loading isn’t either, but we only support loading on level transition, so we can supply the data already when constructing the game state. Saving is done by gathering all the data that should be saved in a struct, what is pure and happens at a well defined point in the frame, where the game state is known to be consistent (-> I think it’s after all systems have been updated), and then this struct is written out to a file.


As said, we try to. Not that we managed to reach this ideal in any existing project yet. We did manage to get Auto-Save implemented without affecting the “purity” of computations, but as you said, achievements and analytics are a PITA. I think those are possible with pure computations too, but we did not yet manage to build the game architecture in a way that makes that work. Yet.
I’m currently on a research project to investigate how much of a game we can move into pure Embedded Domain Specific Languages. So, basically a set of gameplay scripting languages that enforce the “everything that happens during the frame is pure” constraint. Buuut, again, this project is still at its early stages, and under very strict budget constraints, so I cannot say yet if the outcome will be a feasible architecture or not…


Every function has side effects and variables will need to be modified in multiple places in the same frame
We try to avoid exactly that, because it is what caused us man-years of bug-hunting and bug-fixing over our past projects. Our end-goal (that is still very far away…) would be to have the state from the previous frame and the user inputs, do only pure computations based on this data, and write out a new state before rendering the current frame.
We do use C++ though (because Unreal, and console platforms), what makes this extra hard, because C++ is a language for writing bugs, not for writing software.


I don’t know if there are direct USB-C to PS/2 adapters, but assuming not: USB-C to USB-A adapter followed by USB-A to PS/2.


small performance hit
How big the performance hit is depends on the game. If the game logic itself is CPU-heavy, the performance hit will be big. If the game spends most of the CPU time in system-supplied libraries or isn’t CPU-heavy to begin with, it’s gonna be small.
The good news is that many VR titles aren’t CPU-heavy.


For $50 I’d get (afaict current prices):
This totals now $48.18. If you have an additional dollar to spare, I’d also recommend to get something to scratch that retro-gaming itch:
That’s now $50.91 in total.


Oh, and a small follow-up:
I just asked my partner which gamepad feels “better”. She chose the Xbox Series X controller, so maybe my opinion isn’t the most objective one.


There are several small differences between the Xbox 360 and the Xbox Series X gamepad. No single point by itself would be a very big difference, but overall it sums up. I have both gamepads in front of me, and will try to make a comparison:
I think the last point - the feeling when using the buttons and especially the D-Pad - is the most important one for me. On the Xbox 360 gamepad the buttons feel like actual buttons. On the Xbox Series X gamepad they sound and feel like a fidget toy. Using the D-Pad on the Xbox Series X gamepad is really annoying, because of the noise it makes.


Just to toss this in: If all you need is to draw stuff to the screen, play audio, and handle input, you might have a good experience with using SDL or raylib. Those are “just” libraries and not fully featured engines, so they don’t come with advanced features like asset management or a ready-to-use level-editor.
I am not saying that those are a better option than a fully featured engine, just that, depending on what you are trying to achieve, they might be.


What annoys me is that previous generations of Xbox controllers had quite good build quality. The Xbox 360 controller was amazing in that regard, and the Xbox One controller was pretty decent too. The Xbox Series X controllers (and I am explicitly not excluding the “Elite” model) feel like cheap trash in comparison.


The worst part is that it is incredibly difficult (impossible?) to update the controller firmware on anything other than an Xbox or a Windows PC…
I don’t have much time for gaming lately, but I found a couple of minutes this weekend to try out Gnomes.
From what I have seen, I cannot recommend this game enough.