• 2 Posts
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Joined 2 years ago
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Cake day: August 6th, 2023

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  • I currently host Navidrome, which has an okay web player. On Android I use “Tempo” (though it is unmaintained) to connect to it, and on Linux I use Tauon (though it has very poor playback). I could not find a native Linux client that is not buggy unfortunately, so I’m also on the lookout for better solutions! I’m not familiar with the device you are talking about but every client I tried supports MPRIS, which are the regular media controls that can be used via the playerctl command, so you should be able to hook things up that way.


  • Ah, yes… if only. I’ve upgraded internally SLR 1.0 -> SLR 3.0 but we can’t deploy it until a bug is fixed in the Steam client that causes, when we enable SLR 3, all Steam Decks to run the Linux build. Yes, Steam Decks run the Proton version, solely because the save file has different letter casing (yes I know it’s so annoying haha). We’ve spent quite some time on this and there’s no way to fix this without some folks losing their saves, and that is absolutely not an option. Soooo for now desktop Linux is stuck on runtime 1.0, and Steam Deck users are stuck on Proton. “fun” :/


  • At my studio we maintain a native Linux version with a custom game engine, and it indeed takes a lot of time. I don’t consider Proton a viable option as we lost the ability to integrate with Linux-specific stuff such as Wayland APIs or better input, but I can definitely see the appeal of switching to Proton… if your team uses Windows. If you have some developers on Linux, you naturally get a Linux build (if using cross platform APIs ofc) and it’s actually faster to cross-compile a Windows build every once in a while (skip the slow ntfs I/O) and ship that. But it requires getting more of the team on Linux :)





  • I did a bachelor of videogame programming in Belgium 99% on Linux (minus exams), but it was definitely a huge struggle. All the courses and assignments were Windows-only, and 90%-ish required Visual Studio (non-Code) and Windows-only libraries like DirectX or Win32. I got by writing my own tooling to auto-convert these to CMake projects and convincing each teacher to allow me to hand in CMake projects. I wrote SDL backends for most of the win32 assignments, falling back on clang’s excellent cross-compiling for stuff that requires e.g Windows.h. I wrote a blog post about this: https://blog.allpurposem.at/adventures-cross-compiling-a-windows-game-engine And using e.g DirectX natively on Linux, easier than expected: https://blog.allpurposem.at/directx

    I also wrote a small wiki on my general experience + a summary of courses and main problems encountered… Windows was non-negotiable during exams: https://dae-linux.allpurposem.at/ I maintain tools, converted assignments, and information on this for future students who want to attempt something like me, but it’s hard to recommend the Linux challenge if you are totally new to programming!

    Hope some of this is helpful!









  • That’s good advice, however this dorm is not part of my uni (just a partner to provide housing) and the internet provider whose T&C I’m expected to accept and sign up for 1y of are a totally separate legal entity, that has a bunch of upsells for stuff like “connect more than 1 device” (which my router/AP would basically be bypassing, and I think that’s what these clauses are about). About the interference, is it possible to limit it severely while still having a reliable connection just within my room? I only really want to connect:

    1. Laptop (wired)
    2. Phone
    3. VR for streaming from laptop


  • I really, really hope this leads to development of data portability/server migration options. When I set my homeserver up, I chose Synapse as I didn’t know about the other servers. Now that I do, and would like to switch away because of Synapse’s performance problems and the new CLA stuff, I realize I and all my users are fully locked in, and would have to start from scratch (lose all chats, profiles, etc) to migrate.