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Oh no, you!

Posts
48
Comments
1,196
Joined
6 mo. ago
  • Obligatory butt-in from a European: I just wanted to provide a baseline for comparison.

    Here in scandinavialand we watched The Wave (1981) in school to educate us on how easily a population can be convinced to support fascism.

  • iiiiiiitttttttttttt @programming.dev
    neidu3 @sh.itjust.works

    That time I was accidentally CEO'd by my coworker

    Thought I'd share this with yall. But I'm gonna answer the obvious question right away: No, I didn't abuse it.

    So, I used to work for a large corporation in the geophysics industry.. well, I still do, just a different one. I will of course not name them, but it's a behemoth in the industry, and if you are familiar with the field, you've definitely heard of them.

    I wasn't the "normal" kind of sysadmin - I mostly handled off-site production stuff (where the actual money was being made), and how all of this stuff interfaced with each other as well as the head office.

    The "normal" IT stuff was handled by a friend/coworker with whom I've worked for well over a decade in several companies - We have an odd habit of crossing professional paths from time to time. Let's call him Bob.

    I had handed in my three months notice, as the competition had given me an offer I couldn't refuse, so I was on my way out. While visiting the head office for unrelated reasons I had gotten a desk assigned

  • Seconded. I tend to shed accounts from time to time, mostly for practical reasons.... you will never guess my previous two account names.

    Seriously though, posting with a new identity every time is what 4chan does. While it has its use cases, never being able to conjure an opinion on the person you're talking to over time is tiresome and annoying at best. You can spend am entire year talking to people and at the end of it you haven't gotten to know anyone even slightly better than before.

    Privacy is one thing. But being a perpetual blank slate gives you no advantages.

  • Remains of the battery from a lantern/marking buoy. Might contain heavy elements.

    These used to be single use and dropped in the ocean upon replacement. More efficient light bulbs have replaced many with solar cells and wave generators, and better environmental awareness has stopped dumping these in the sea and they're instead recycled. At least here in Norway.

  • Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Multi-window confirmed

    From Dean Hall, a.k.a. Rocket:

    ChrisH has also been cooking! This is a very WIP image showing this work off . It is still very WIP and chris has a lot of changes coming, this commit was moslty made so he could avoid merge hell going forward.

    What does this mean?

    Well pretty simply it means we can have multiple application windows open, on different screens and such. This is helpful if you want to have a window on one screen that shows, say, the moon, and then your vessel on another. It is also really useful if you want to make your own peripherals for the game - Flight Sim uses this a lot with aftermarket MFDs and other devices.

    More to follow with this!

  • Just confirming the point about Lenovo. Bought a brand new Lenovo Legion last fall, and I didn't even bother booting Windows once before I started from a Linux Mint install USB.

    After wrapping up the install, everything worked out of the box, including Lenovos hotkey for toggling the keyboard LEDs.

    I found out Lenovo has a copilot key (keycode 201). Yesterday I remapped it to running a shell script that toggles some keyboard parameters.

  • I don't have a strategy, as much as I have obligations now that I'm supposed to be an adult. I've been a geek and a gamer for 30 years, and I don't see that changing any time soon.

    Retirement is gonna be awesome.

  • Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Limited semi-public testing soon, from the looks of it. UPDATE: "In the next month or so"

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Terrain tesselation and displacement in the works

    From Linx:

    Here's my current work on terrain tessellation and displacement - this is what makes the planet surfaces look 3D up close and gives them that bit of extra detail. Right now the texture scale is too big so each rock here is far larger than they would be in real life, but that's because the terrain is still being worked on. This should give you an idea as to what we're working towards!

    Given that the Moon is grey, I fully expect Discord to crunch all the details out of my videos so we'll see how that goes. I also have VSYNC on - the FPS is a bit higher than displayed and there are still many avenues for optimization to explore. Still very early on and a work-in-progress. Any vertex shimmering isn't anything to worry about, just a result of things being WIP :)

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Not much news due to weekend, but I did find this in their git

    Looks like the building mechanic is in the works, weee

    NonCredibleDefense @sh.itjust.works
    neidu3 @sh.itjust.works

    Insert title here

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Gravhoek mentioned smoothing the map view WIP from earlier, so i bugged them for a video. Notice how map view and flight view are just different zoom levels of the same view.

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Blackrack showing off thruster smoke progress (links inside)

    From his discord post:

    Thrusters in space

    Cold gas, atmospheric

    Cold gas, vacuum

    Here is my current progress on RCS thrusters using the previously shown volumetric rendering approach The first video shows hot gas thrusters in a vacuum, these were modeled after real references and look quite different from how they're usually rendered in games The next two videos show a starship-style cold gas thruster, first in-atmo and then in a vacuum

    Thanks to Stefan for providing the references

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Testing a rudimentary map view implementation

    By dev gravhoek:

    Here I added a simple "map view" button to the game to reduce the tedium of maneuver planning. Since everything is seamless in KSA, this is really just warping between two states of camera zoom!

    From the git changelog:

    • Switched from mailbox to fifo presentation mode which fixes vsync on Windows.
    • Added a toggle between a new "map" mode and local mode using the M key. This "map" mode just zooms out to the currently-followed vehicle's parent for now.
    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Dzhanibekov effect during timewarp.

    Here's a little demonstration of the Dzhanibekov effect using our rotation-under-time-warp physics. In this case, we are using full Newtonian physics to do the rotation but running the analytic solver in parallel to compare the solutions. The long dim RGB arrows are full physics, the short bright RGB arrows are the analytic solver. Watch the blue Z axis ("down" to the pilots) flip between two directions: towards and away from the angular momentum vector (in yellow).

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Released WIP screenshots of terrain rendering

    Quote from Dean Hall:

    WIP terrain material work from Linx

    So Linx has been hard at work. These images are from our internal discord and I just couldn't wait to show everyone, so here's some screenshots and a little bit of detail from Linx. Hope they are okay with me posting this! Please remember it is very work in progress:

    *Biplanar textures, correct normal mapping, and support for biome materials each with their own surface and cliff texture! The Moon isn't the best example to show off a bunch of biomes - I've got a very subtle setup. The main surface, craters, and maria are different biomes with very subtle differences in the terrain materials but they all share the same cliff texture. The cliff texture itself is probably slightly more dramatic than the moon actually has but is good for showing it off. All the biomes are based off the same dusty texture, with the craters having more rocks and the maria being smoother. Placeholders at best for now. [...] There are no detail he

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    ShadowZone - 6 Major differences between Kitten Space Agency and Kerbal Space Program

    New Communities @lemmy.world
    neidu3 @sh.itjust.works

    Kitten Space Agency - A community for/about the game by the same name that aims to be the spiritual successor to Kerbal Space Program

    sh.itjust.works Kitten Space Agency - sh.itjust.works

    A community for the planned game with placeholder name Kitten Space Agency, developed by Rocketwerkz as the spiritual successor to Kerbal Space Program. Rules: - Primarily focused on KSA and the development status thereof. - Relevant posts about KSP1 are allowed within reason. - We do not talk about...

    Kitten Space Agency - sh.itjust.works
    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Links to various KSA content

    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    What we know so far

    First of all, I can't be bothered linking every source, so I'll just list what I remember hearing from official sources, mostly Rocketwerkz CEO Dean Hall. I will update this post as more information becomes available.

    • Current status: Active development. Some semi-playable tests have been seen. According to the devs the first milestones have been reached: "universe simulator" and "yeeting around in the solar system". These are currently being refined. The next milestone is parts building (not to be confused with ship building) to allow for easy additions or modification of parts from which ships can later be built. The gitbot has recently reported many code changes related to parts.
    • Platform(s): Depends on the popularity of the end result. The main development target is windows, but some of the devs are on other platforms, so porting is highly possible, just not a priority. It is worth noting that Rocketwerkz' other games run fine via wine/proton.
    • Engine: Developed in-house. T
    Kitten Space Agency @sh.itjust.works
    neidu3 @sh.itjust.works

    Short summary of Kitten Space Agency and its development studio

    Kitten Space Agency (currently referred to as a working title by Rocketwerkz, we'll see if it sticks) is intended as a spiritual successor to Kerbal Space Program.

    Rocketwerkz is a studio from New Zealand and were among the ones originally placing their bids with Take2 Interactive for developing a Kerbal Space Program successor, but after they lost the bid, any work was shelved.
    However, after Take2 severely botched the sequel, Rocketwerkz revisited some of the early work, as well as its engine and framework, and decided to develop a spiritual successor instead.

    Some of the developers from Kerbal Space Program as well as its massive modding community are onboard. Off the top of my head, this includes:

    • HarvesteR - The original creator of KSP
    • Blackrack - Known for various visual enhancement mods to KSP
    No Stupid Questions @lemmy.world
    neidu3 @sh.itjust.works

    How much are additional lemmy instances needed/wanted beyond what we have at present?

    I'm considering hosting one, and I'm just curious how much effort I should invest in doing it "properly" for everyone to use as opposed to just dicking around on my own for testing purposes.

    Linux @lemmy.ml
    neidu3 @sh.itjust.works

    Is there a downside to sticking to iptables over ufw?

    In short, sell me on ufw.

    I learned recently that yfw is basically replacing iptables "everywhere", and as I'm getting old and crusty, this means that I have to learn something new when I'd much rather practice yelling at kids to get off my lawn.

    To me, iptables is fine, and I like its flexibility. I've been using it ever since it de facto replaced ipchains, so ease of use isn'treally a factor in this equation.

    So my more pointed question is: Can I just stick to iptables, or am I missing out on something that can only be done with ufw?

    No Stupid Questions @lemmy.world
    neidu3 @sh.itjust.works

    Who's fastest, Sonic or The Flash?

    Are there any canonical references to how fast these two are, for comparison?

    Factorio @lemmy.world
    neidu3 @sh.itjust.works