There are a few videos on the homepage https://www.specs.com/
HN user
freeCandy
Every browser gives me a different result, I guess I can't blame the site for that. But it should perhaps mention which browser would be the most accurate.
If you use nix, building locally is as easy as running a single command once it's setup with https://github.com/lilyinstarlight/zmk-nix
To me, the Chuck Norris of programming has to be Fabrice Bellard
Vim koans are my favourite
They've published a series of articles on this project:
So this is how a lot of our assets ended up being primarily designed in real life as painted paper-cutout models. The models are then photographed, taken apart and scanned. Some paint samples are also created specifically to become tileable.
https://studio.blender.org/blog/devlog-papercraft-woods/#mak...
https://studio.blender.org/search/?type=post&project_title=D...
In case people are confused (like I was) when starting the game,
use arrow keys
huh, no idea why it would say that, the only sane default is when referrer is not leaked to websites at all.
I find it insane that everybody is seemingly okay with the fact that websites get to know what a user was browsing before landing on their site. And that there's no straightforward way to disable this behavior without the use of extensions.
Highly recommend installing https://addons.mozilla.org/en-US/firefox/addon/smart-referer
The author is working on a new version with more features: https://www.crowdsupply.com/oddly-specific-objects/sensor-wa...
My favorite fun fact about Kenney is that he made the Armor Games intro
looks like it does! https://ghostty.org/docs/config/reference#font-feature
I've been a split ergo keyboard user for many years now. Seen a lot of people decide to go from a traditional keyboard to a split ergo keyboard only to end up hating it.
This is too big of a jump to make in one go, and the sudden overhead in the amount of new information your mind and fingers need to get adjusted to ends up overwhelming a lot of people.
When you switch to a custom keyboard like the one you did. It's not just a split keyboard you're switching to, you also move to a smaller form factor that has lesser keys, and an ortholinear layout which has column stagger instead of row stagger. It's most effective to transition by gradually moving to the next form factor only after you're fully comfortable with the previous ones.
In your case, something like the Kinesis freestyle would have been a much better choice for you.
Here's a more up to date one: https://github.com/Synthlight/Ryujinx
They used to handle releases through github actions, so it should be fairly straightforward to set that up
the pixman link isn't working
Fun fact, Kenney made the Armor games logo: https://twitter.com/KenneyNL/status/1362768014895157249
I've seen tons of very active projects under Google's GitHub org[1] that have the disclaimer "This is not an officially supported Google product" so I would take a guess that they have a much better policy on employees participating in OSS than Apple does.
Would love to know more about your VR setup. I can barely spend 20 mins with a headset before the dizziness and fatigue kicks in, and this is when playing games! I can't imagine working with a headset on.
We have a few product ideas we have experimented with that would be paid add-ons to the current service: collaborative tools, AI integration, translation tools, and premium text to speech voices.
That is not a low salary for France, which is where the devs are.
Are there any resources for an absolute newbie to learn music production from? I really want to get into it but the dense UIs are intimidating and there doesn't seem to be a simple easy starting point.
Are video tutorials the way to go? Or should I start with music theory first? I checked out some videos but they seem to assume some music theory knowledge but I'm not sure if that's needed if all I want to do is make chiptune music.
The game is very actively developed and there are lots of devlogs
If the last time you played was a few years ago, they've pushed out a huge amount of features since then. Very impressive for a fully open source game.
You still need enhanced tracking protection for cookies.
Some more listed here: https://github.com/godotengine/awesome-godot#projects
Valheim and such games are very much exceptions to this, for every successful indie game released, there is an ocean of unsuccessful games out there and that may be equally as good, or even better than Valheim.
Junest is really good, although it only runs Arch
Toolbox can run anywhere podman can, so it should work just fine on Ubuntu too.