Rusty Shackleford
I can neither confirm, nor deny that I am in fact D̵̡̮̻̗̖̮͔̜͈̙͖͙͍̺̀̒̍̌̑͐̓͡å̴̲͍̋̉́̀̑͊̎̐̊͡l̴̟̭̳̄̅̕͝͠͝ȩ̸͚̼̘̫̺̻̬̻̮͖̣̬̖̠̗̎̌ ̵̯͕͛́͋͌̀͝͠ͅͅG̷̛͈̩̟̟̠͓̗̘͓͍̽̒̌̔̓̈͗̐̈̿͠͠r̷̘̞̹͂̀̑̋̀͌̍͗̆͝͠͝ͅi̶̡͔͖͍̟̲̮͑̎͌̀̎b̵̡̢̹̗͔̗͍̘̣͊͊̑͒̍̑͌̽͋͌̔͝͝b̷̭̩̩̣͙̺͎̱̗͙͚̩̈́l̸̛͎̼̟̋͆͆͗̓̓̓͘͟ĺ̶̼͇͎̫̮͎̣̳͉̯̊̆̂̓̄̍̃̚e̶̢̡̛̫̣͈̺̾̅͐̾̓͒̚ͅ.̴̫̞̥̒̈̇̓́̾͗̒́̉̔͑
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Rusty Shackleford@programming.devto Linux@programming.dev•GNOME Dropping X11 Support May Complicate Next Ubuntu LTSEnglish3·24 days agoI assume I’m safe as a Kubuntu enjoyer?
Rusty Shackleford@programming.devto Linux@programming.dev•This Week in Plasma: multiple major Wayland and UI featuresEnglish2·2 months agoAfter strolling through blogs and forums, I still can’t tell what I’m missing by sticking with SDDM+X11 versus SDDM+Wayland on Kubuntu 24.04 LTS (
--minimal-install
, so nosnap
for me).These are my specs:
----------------- OS: Kubuntu trixie/sid (noble) x86_64 Kernel: 6.8.0-58-generic Uptime: 1 hour, 12 mins Packages: 2 (npm), 2550 (dpkg), 28 (flatpak-system) Shell: bash 5.2.21 Resolution: 1920x1080 @ 164.92Hz DE: Plasma 5.27.12 [KF5 5.115.0] [Qt 5.15.13] (x11) WM: KWin Theme: klassy [KDE/Qt], Breeze [GTK2/3] Icons: BeautySolar [KDE/Qt/GTK2/3] Cursor: breeze_cursors [GTK2/3] Terminal: konsole Terminal Font: Noto Mono 12 CPU: AMD Ryzen 9 5950X (32) @ 3.4GHz GPU: NVIDIA GeForce RTX 3090 Memory: 4.15 GiB / 31.24 GiB (13%) Network: Wifi Bluetooth: Intel Corp. AX200 BIOS: American Megatrends Inc. 5.17 (03/18/2024) Sun Apr 27 13:03:03 2025 +-----------------------------------------------------------------------------------------+ | NVIDIA-SMI 570.133.07 Driver Version: 570.133.07 CUDA Version: 12.8 | |-----------------------------------------+------------------------+----------------------+ | GPU Name Persistence-M | Bus-Id Disp.A | Volatile Uncorr. ECC | | Fan Temp Perf Pwr:Usage/Cap | Memory-Usage | GPU-Util Compute M. | | | | MIG M. | |=========================================+========================+======================| | 0 NVIDIA GeForce RTX 3090 Off | 00000000:0A:00.0 On | N/A | | 0% 47C P0 43W / 350W | 714MiB / 24576MiB | 2% Default | | | | N/A | +-----------------------------------------+------------------------+----------------------+
Rusty Shackleford@programming.devto Game Development@programming.dev•Is Unreal Engine 5 still too advanced for PC games?English1·3 months agoAdmittedly, the audio argument was based on my own hearsay and light reading about the subject (in-game audio).
I’ve never dealt with audio too much in Unreal, but it was my understanding that games began ballooning in size in the early 2010s due to shipping with uncompressed audio files. If my memory serves me, the biggest example that comes to mind was Titanfall (whether 1 or 2, I can’t recall). That of course wasn’t made in Unreal; my unfounded assumption was that it had carried over into audio systems-design Unreal 5. Clearly, I’m wrong.
My work is around DNN-powered CAD asset generation, procedurally and statically, and I do actively experiment with Unreal environments. I still stand by my stated criticisms of young developers and designers in areas related to environment logic systems and asset creation and optimization.
Apologies for the unnecessary audio argument.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•The program is stableEnglish5·3 months ago
Rusty Shackleford@programming.devto Game Development@programming.dev•Is Unreal Engine 5 still too advanced for PC games?English2·3 months agoMy comment on a different post relates to this well:
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.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•I want a programming language that supports German style composite wordsEnglish1·4 months agoIs Yiddish basically Hebrew + Street/Slang German? I guess I could look it up, but I thought I’d just ask.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•I want a programming language that supports German style composite wordsEnglish2·4 months agoMaking fun of people has more “stank” in English (not a hard fact, just my opinion).
Rusty Shackleford@programming.devto Programming@programming.dev•Coders or lemmy, what editors do you use? Is it worth learning a new one?English2·4 months agoZed and Helix for the GNU/Linux side, and VSCodium for the Windows side.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•every worthwhile link on how to implement your own squeeblerizer is dead and approximately 40% archivedEnglish2·5 months agoAh okay, specific for Gentoo, I see. Thus, since I’m in *buntu land (
--minimal-install
, so nosnap
fuckery), it’s better to just set up anapt
repo and use my build containers to push to that.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•every worthwhile link on how to implement your own squeeblerizer is dead and approximately 40% archivedEnglish5·5 months agoI 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”.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•every worthwhile link on how to implement your own squeeblerizer is dead and approximately 40% archivedEnglish5·5 months agoAny 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.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•every worthwhile link on how to implement your own squeeblerizer is dead and approximately 40% archivedEnglish76·5 months ago- 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 😅…
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•Good guy clippyEnglish19·5 months agoI 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.
Rusty Shackleford@programming.devto Programmer Humor@programming.dev•Thinking I could clean up my files in a SIGINT handlerEnglish3·6 months ago“SyStEmD iS bLoAt…”
Rusty Shackleford@programming.devto Programming@programming.dev•would you help me with thisEnglish1·6 months agodeleted by creator
“Why not write Assembly then?”
🤣