nixos-homepage
SDL
nixos-homepage | SDL | |
---|---|---|
5 | 195 | |
275 | 8,263 | |
1.1% | 3.1% | |
9.3 | 10.0 | |
6 days ago | 5 days ago | |
Astro | C | |
- | zlib License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
nixos-homepage
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Please provide the commandment to install NixOS within executable scripts rather than as mere text.
If you care, there won't be any substitute for keeping track of changes to the recommended install and deciding whether you do or don't want to follow suit. Luckily, the site's source is public: https://github.com/NixOS/nixos-homepage/blob/master/download.tt
- Nix OS -> Learn -> How it works is broke on the website
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Bottles: Easy GUI front end to run Windows software on Linux
Wow! I can't believe I've never noticed that. For many years, the only graphical installation disk was based on Plasma, and I think it also had that tag. NixOS only started shipping a GNOME iso for installation purposes a little over a year ago (for 20.09), and I kinda never noticed.
Looks like the main reason GNOME is recommended for installation media at the moment is that it does a better job of autodetecting HiDPI displays, and then scaling appropriately: https://github.com/NixOS/nixos-homepage/pull/643
There are also some packaging issues for Qt with NixOS, because Qt plugins fundamentally rely on ‘impurity’ at runtime, and the Qt framework makes promises it doesn't keep about binary compatibility.
Here are some of the relevant issues for historical context and some of the tradeoffs Nixpkgs developers have faced when it comes to handling Qt and KDE packaging:
https://github.com/NixOS/nixpkgs/issues/86369
https://github.com/NixOS/nixpkgs/pull/54525
https://github.com/NixOS/nixpkgs/pull/44047
I realize that may not be a fully satisfying answer as to why the GNOME-based installation graphical ISO is recommended over the Qt one because one can imagine that the Qt packaging issue should be resolved some other way, or see the difficulty of packaging Qt plugins and applications in Nixpkgs as fundamentally a Nix defect. But I hope it makes that decision make more sense.
FWIW, afaict Plasma is the more popular of the two major DEs on NixOS, and it's what I've always used on NixOS myself, including now. It is definitely usable.
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Download NixOS, sha256sum dosent match
Looks like there's already a related issue: https://github.com/NixOS/nixos-homepage/issues/745
SDL
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
What are some alternatives?
lutris - Lutris desktop client
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
flatpak - Linux application sandboxing and distribution framework
raylib - A simple and easy-to-use library to enjoy videogames programming
Autodesk-Fusion-360-for-Linux - This is a project, where I give you a way to use Autodesk Fusion 360 on Linux!
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Homebrew-cask - 🍻 A CLI workflow for the administration of macOS applications distributed as binaries
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
Electron - :electron: Build cross-platform desktop apps with JavaScript, HTML, and CSS
DS4Windows - Like those other ds4tools, but sexier
programs - Repository for programs installation
DualSenseSupport - Preliminar DualSense