Smorty

joined 1 year ago
[–] Smorty@lemmy.blahaj.zone 3 points 21 hours ago

Ollama is really great. The simplicity of it, the easy use via REST API, the fun CLI...

What a fun program.

[–] Smorty@lemmy.blahaj.zone 3 points 1 day ago* (last edited 1 day ago)

I will likely post on here when I release the plugin to GitLab and the AssetLib.

But I also don't want to spam this community, so there won't be many, if any updates until the actual release.

If you want to have something similar right now, there is Fuku for the chat interaction and selfhosted copilot for code completion on the AssetLib! I can't get the code completion one to work, but Fuku works pretty well, but can't read the users code at all.

I will upload the files to my GitLab soon though.

EDIT: Updates the gitlab link to actually point to my gitlab page

[–] Smorty@lemmy.blahaj.zone 2 points 1 day ago* (last edited 1 day ago)

Just fixed the problem where it inserts too many lines after completing code.

This issue can be seen in the first demo video with the vector example. There are two newlines added for no reason. That's fixed now:

 

video descriptionThe video shows the Godot code editor with some unfinished code. After the user presses a button offscreen, the code magically completes itself, seemingly due to an AI filling in the blanks. The examples provided include a print_hello_world function and a vector_length function. The user is able to accept and decline the generated code by pressing either tab or backspace

This is an addon I am working on. It can help you write some code and stuff.

It works by hooking into your local LLMs on ollama, which is a FOSS way to run large language models locally.

Here's a chat interface which is also part of the package

video descriptionThe video shows a chat interface in which the user can talk to a large language model. The model can read the users code an answer questions about it.

Do you have any suggestions for what I can improve? (Besides removing the blue particles around the user text field)

Important: This plugin is WIP and not released yet!

[–] Smorty@lemmy.blahaj.zone 2 points 2 days ago

I thought that this is exactly what airpods are for. At least I feel that that's what people with airpods are...

[–] Smorty@lemmy.blahaj.zone 1 points 2 days ago (1 children)

I mean, i know that they are literally cold, but what happened that were not excited about them?

[–] Smorty@lemmy.blahaj.zone 5 points 2 days ago (4 children)

Ok, why are soils cool now?

[–] Smorty@lemmy.blahaj.zone 2 points 3 days ago

What an interesting mix of visuals. Great stuff.

[–] Smorty@lemmy.blahaj.zone 2 points 3 days ago

Cool stat boost bro

[–] Smorty@lemmy.blahaj.zone 3 points 3 days ago

I've never played the games and also prefer the older model. Kinda has more character

[–] Smorty@lemmy.blahaj.zone 8 points 3 days ago

They are the same person. The actual Gman just lacks the subsurface scattering

[–] Smorty@lemmy.blahaj.zone 2 points 3 days ago

He looks like he sucked enough balls for today

[–] Smorty@lemmy.blahaj.zone 3 points 3 days ago

Oh that was great. But it's so sad!

 

Hi there!

I'm looking into getting myself a good printer and I am wondering if I need to install some platform-specific drivers for them to run. I am running Debian 12 (GNU/Linux) and I am afraid that I must run some proprietary blob to connect to the printer.

Could someone share their experience please? Even if you don't use Linux, your feedback would be very appreciated!

(Also, while you are at it, please share some recommendations for printers, I don't really know where to go (>v<) Have about +-500€ )

 

Like yeah ok, for the first 5 five times one sees it, it's like haha, lol, there it is! But, these do get old really fast for me.

For me it's now more like -wow. So that is literally the entire joke? Like oof, I guess they really wannted to be funny.-

EDIT: Updated the funi image to actually be what I wanted it to be... Took me a while, sorry.

 

For some reason I find vests, and specifically down vests very comfortable. I know that some of you have problems with polyester though, so I'd love to hear about your comfy clothes! (I kinda wanna test out some new stuff)

 

I want to instatiate the inspector of a specific type like int and String into my own inspector plugin. It would be incredibly useful to use the premade inspector types as they are just really well made.

The image is not related, I just wanted to put some visual here.

 

Image descriptionThe linked image depicts a screenshot of some snowy terrain I made using the Terrain3D plugin for Godot. On the left there is some differently textured snow and multiple cabins along with some other wooden objects.
.

Why can't I use LightMapProbes without the LightMapGI Node? I don't want to use the shadow-baking, I just need the global illumination!

This is something I though about for quite a while. I keep wanting to use some kind of global illumination and the LightMapProbes are a perfect fit for that. One can place them whereever useful and their customizability makes them an incredibly useful tool! When there is a red wall, I sure want to put a LightMapProbe there, so that the lighting can reflect that reflection there.

But nope, that's not how it works! When you want to use LightMapProbe, you MUST use it with the LightMapGI Node, which is mostly used for baking shadowmaps. That works great for small scenes like insides of houses and such, but it does not work with a large terrain for example. This means that we have loads of lighting methods for small scale scenes (VoxelGI, LightMapGI, ReflectionProbe) but for larger areas we are kinda stuck with SDFGI which only works on the Forward+ renderer.

SDFGI is great and all, but unfortunately it is not yet ready for large scale games I feel and its limitation to Desktop platforms really limits its scope.

Imagine how cool it would be if we could do this in a large scale world:

  • Use a ReflectionProbe for general treversal (that's what The Legend of Zelda:Breath of the Wild and Tears of the Kingdom does too btw!)

  • And use a multitude of LightMapProbes for smaller areas like towns and castles on the overworld to make for better global illumination.

TLDR: I feel that the usage of LightMapProbes and their lighting functionality should be expanded beyond the use in combination with the LightMapGI Node. It could allow for better lighting in large scale worlds.

 

When animating my character in blender, I get somewhat smooth animations. I also made sure to use that cycles modifier so that it always knows how to interpolate the transform values

But when importing this model with the animations reguardless of the file type (.blend or .gltf / .glb) the animations don't loop very well

Does someone know how to fix this?

 

The messages here are mostly in German, but I'll try to translate mist of it:

**dpkg:** Error when editing the package linux-image-6.9.7+bpo-amd64 (--configure): <<Installed posts installation script of the package linux-headers-6.9.7+bpo-amd64<<-subprocess returned error code 1 **dpgk:** dependency error hinders configuration of <that Linux header package>: linux-headers-6.9.7+bpo-amd64 depends on linux-image-6.9.7+bpo-amd64 (= 6.9.7-1~bpo12+1) | linux-image-6.9.7+bpo-amd64 -unsigned (= 6.9.7-1~bpo12+1); but: Package linux-image-6.9.7+bpo-amd64 is not configured yet. Package linux-image-6.9.7+bpo-amd64-unsigned is not installed. **dpgk:** Error while editing the Package linux-headers-6.9.7+bpo-amd64 (--configure): Dependency problem - remains unconfigured **dpkg:** Dependency problem hinder configuration of linux-headers-amd64: linux-headers-amd64 depends on linux-headers-6.9.7+bpo-amd64 (= 6.9.7-1~bpo12+1); but: Package linux-headers-6.9.7+bpo-amd64is not configured yet. **dpkg:** Errow while editing package linux-headers-amd64 (--configure): Dependency problem - remains in configured Errors occurred while editing these: linux-image-6.9.7+bpo-amd64 linux-headers-6.9.7+bpo-amd64 linux-headers-amd64

I really hope someone can help me out here..

EDIT: I kinda forgot to actually mention my problem. When booting nornall, I get stuck at a lonely white blinking cursor on a black screen, so startx seems to make some problems. I enter a TTY and run startx and this is what I get when running startx:

output of startx

SOLUTION

  • Uninstall your current nvidia driver (for example using sudo apt remove nvidia-driver on Debian)
  • Install the headers for your kernel. your kernel you can check rather easily by running neofetch
  • Install the headers required for your kernel. Do that by listing all packages with your kernel name in it. For example like this: apt list *6.9.7+bpo*
  • reboot, install your nvidia driver again and rovoot again. Should be done.
 

Exactly what the title says. It's under MIT lisence and currently being approved by the moderators of the AssetLib. The project is currently very simple and contributions are very welcome! image of the tool window

 

Is this a feature or just another bug on the canvas?

Also right now it just keeps on trying to load the canvas while it all stays white. "Not cached" it says, but it just waits right there...

10
submitted 4 months ago* (last edited 4 months ago) by Smorty@lemmy.blahaj.zone to c/rust@lemmy.ml
 

The autocompletion works (mostly) but for example Vec::new() doesn't highlight anything at all. I do get errors when not putting a semicolon, but things like passing too many arguments into the println macro doesn't throw an error. Or how shown in this example, it did not autocomplete the clone method, while also just accepting .clo; at the end of a String (it also didn't autocomplete "String"). In the video I show how it also gives me a recommendation for setting vec![] as a type, which doesn't make any sense. It only seems to a very limited selection of methods and some words I already used in the script. Is this how it's supposed to be, or do I have some very old version perhaps?

EDIT: Look in description for the fix

20
submitted 4 months ago* (last edited 4 months ago) by Smorty@lemmy.blahaj.zone to c/godot@programming.dev
 

I want to implement a threaded loading component into my game. I am currently saving all my settings and other level files as bytes externally (meaning not in the res:// folders), as I want to be able to export files and send them to others, so they can use them as well. There is the ResourceLoader.load_threaded_request() method, but that only returns Resources and not PackedByteArrays. As far as I can tell, there is only the FileAccess.get_file_as_bytes() method for importing byte files, which has to run in the main thread (and thus blocking it until the load is complete). Does someone know if I am missing some method here?

EDIT: I have put my fix for this into the comments

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