I can neither confirm, nor deny that I am in fact D̵̡̮̻̗̖̮͔̜͈̙͖͙͍̺̀̒̍̌̑͐̓͡å̴̲͍̋̉́̀̑͊̎̐̊͡l̴̟̭̳̄̅̕͝͠͝ȩ̸͚̼̘̫̺̻̬̻̮͖̣̬̖̠̗̎̌ ̵̯͕͛́͋͌̀͝͠ͅͅG̷̛͈̩̟̟̠͓̗̘͓͍̽̒̌̔̓̈͗̐̈̿͠͠r̷̘̞̹͂̀̑̋̀͌̍͗̆͝͠͝ͅi̶̡͔͖͍̟̲̮͑̎͌̀̎b̵̡̢̹̗͔̗͍̘̣͊͊̑͒̍̑͌̽͋͌̔͝͝b̷̭̩̩̣͙̺͎̱̗͙͚̩̈́l̸̛͎̼̟̋͆͆͗̓̓̓͘͟ĺ̶̼͇͎̫̮͎̣̳͉̯̊̆̂̓̄̍̃̚e̶̢̡̛̫̣͈̺̾̅͐̾̓͒̚ͅ.̴̫̞̥̒̈̇̓́̾͗̒́̉̔͑
Making fun of people has more “stank” in English (not a hard fact, just my opinion).
Ah okay, specific for Gentoo, I see. Thus, since I’m in *buntu land (--minimal-install
, so no snap
fuckery), it’s better to just set up an apt
repo and use my build containers to push to that.
I personally love Rust, but since I’m already familiar with C/CMake, I just don’t think I need to “re-invent the wheel”. In this case, using the Rust wrapper option is more like “trying to put a winter tire around an all-weather tire”.
Any similar system for Kubuntu 24.04 LTS noobs/normies like me? I don’t know what “ebuild” is, but it sounds cool (of course, I could look it up, but I thought I’d just ask).
I’m not a dev-ops dude, but for work, I develop parametric CAD solutions and generative DNNs for CAD. Lots of linear algebra and Pytorch on the GNU-Linux side; lots of Grasshopper for Rhino8 on the Win11 side. Hence, I use Docker to separate my experimental build environments from my production ones.
I’ve been kinda maintaining my shit “by hand”, so to speak, for years now, and I think I’m ready for some automation in that regard.
- libsnorble-2-dev, a C library that the author only distributes as source code and therefore must be compiled from source using CMake
Of the available options, this is easily the best since I can use my own compilation flags to tune the library for my specific target architecture/CPU which can possibly change as the deployment profile for the business case evolves. Assuming it’s OSS, I can also fork and adjust the library itself for said “mission-critical” use case.
Also, the Google product being deprecated since '17 is too real 😅…
I think a lot of the plugin tooling for Unreal promotes bad practices with asset management, GPU optimization, and memory management. I’m trying to say that it allows shitty/lazy developers and asset designers to rely on over-expensive hardware to lift their unoptimized dogshit code, blueprints, models, and textures to acceptable modern fps/playability standards. This has been prevalent for a few years but it’s especially egregious now. Young designers with polygon and vertex counts that are out of control. Extraneous surfaces and naked edges. Uncompressed audio. Unbaked lighting systems. Memory leaks.
I’ve found that in my personal experience in experimenting with Unreal, the priority matches developing DNNs and parametric CAD modelling applications for my day job: effective resource, memory, and parallelism management from the outset of a project is (or should be) axiomatic. I think Unreal 5 runs exceptionally well when that’s the case. A lot of the time, one can turn off all of the extra hardware acceleration and frame generation AI crap if your logic systems and assets are designed well.
I know this is a bit of an “old man yells at cloud” rant, but if one codes and makes models like ass, of course their game is gonna turn out like ass. And then they turn around and say “tHe EnGiNe SuCkS”.
No. Fuck you. You suck.
“SyStEmD iS bLoAt…”
Programming with metal, or metal with programming?
Yes.
LM studio or JanAI work very nicely for me as well.
Start saying no. If you don’t know how, start learning. It’s hurting everyone up and down the industry.
I am almost purely focussed on creating DNNs (“deep neural networks” for the unaware) and it’s almost always a nightmare work-wise, even without all the rest of the other crap.
Immo stultorum deus sum.
Especially after age 40 and a knee surgery… I’m tired boss! 😩
Getthefuckouttamyfacewiththisridiculousbullshit.
But come on.
Unironically, no u.
You ooze self-righteousness.
Long may he reign.
Is Yiddish basically Hebrew + Street/Slang German? I guess I could look it up, but I thought I’d just ask.