donio

joined 2 years ago
-5
LLM usage limit (lemmy.world)
submitted 1 month ago* (last edited 1 month ago) by donio@lemmy.world to c/duckduckgo@lemmy.world
 

Today for the first time I've bumped into a usage limit while using the LLM chat:

You’ve reached the maximum number of messages for one day. Please continue this chat tomorrow.

https://duckduckgo.com/duckduckgo-help-pages/duckai/usage-limits

Is this limit new or I just haven't used it enough before to hit it?

[–] donio@lemmy.world 7 points 2 months ago

To help narrow it down I'd try streaming a low-end game that runs very well locally and doesn't tax the system. If this doesn't stream well either that would suggest that it's something specific to the streaming setup, perhaps a networking issue.

[–] donio@lemmy.world 2 points 2 months ago* (last edited 2 months ago) (1 children)

(the first batman game)

Sorry to nitpick but there were several Batman games before that. The first one that I know of was Batman (1986), an isometric exploration game on 8-bit micros. It's a very good game for its time and the engine later evolved into Head Over Heels (1987) which uses a different theme.

[–] donio@lemmy.world 2 points 2 months ago

Laser Squad (1988) was among my favourites growing up, they are the precursor to UFO/XCOM (the original from 1993).

I will add Rebelstar (1986) on the ZX Spectrum, the granddaddy of them all. Technically there was Rebelstar Raiders beforehand but that version didn't have a computer opponent. I feel that Rebelstar is where the design elements that defined the later games came together.

[–] donio@lemmy.world 4 points 3 months ago* (last edited 3 months ago)

Great list! I will add Wildfrost and LONESTAR on the roguelite, "there's gotta be a way to survive this turn, if only I could figure it out" side. Wildfrost is at the historical low, LONESTAR is not quite but close.

[–] donio@lemmy.world 4 points 4 months ago

I only played A Feast for Odin extensively but I disagree on that one: our playtimes are much closer to the 90-120 minutes on the box than the 3-5 hours claimed by the article. I don't think that we ever had a game go over 3 hours. Once everybody is comfortable with the basics and at least one player knows the rules well enough to quickly clear up any details the game flows very smoothly for us. The number of meeples is not a problem at all, the article neglects to mention that most worker placement spaces require multiple meeples so the 5-12 you get per turn are gone after a few actions.

[–] donio@lemmy.world 6 points 4 months ago

It depends. If it's under your control with your own keys then it can be beneficial. If it's under someone else's control (as it is for most people) then it's a step towards the walled garden.

[–] donio@lemmy.world 1 points 4 months ago

I was skeptical at first (uh, another one of these?) but the small algorithm illustrations charmed me enough to look at the repo and I think I like it. Well organized repo, straightforward code and a good example_test.go, something package authors often neglect. If nothing else it can be a useful source of ideas if you decide to roll your own version of one of these operations.

[–] donio@lemmy.world 7 points 5 months ago

I am only guessing and extrapolating based on how this usually goes:

  • It's probably possible to get it to run but would take a lot of work
  • It's probably much easier to just run the windows version under Wine

While the Linux kernel usually maintains long term backward compatibility very well unfortunately the userspace (libraries) is a different story.

Looking at the game's faq the main dependency seems to be SDL. There is no OpenGL or other 3D library requirement. It might also depend on which version was shipped on the CD according to the faq there was an earlier statically linked version (which I am guessing might be easier to get to run) and a later dynamically linked one.

[–] donio@lemmy.world 2 points 5 months ago

One reason I've been sticking with DDG is the amount of UI and feature customization it offers. Not just the number of settings but that they are sensible ones: it's stuff I care about. They also have a privacy-friendly way to save and restore these settings.

[–] donio@lemmy.world 4 points 5 months ago* (last edited 5 months ago)

Started playing Wildfrost, a deckbuilder with some unique mechanics. I slept on it for a long time because it had somewhat mixed reviews early on with some players complaining that it was too luck based or that it was too difficult to evaluate game state. To me this hasn't been a problem and the game was a very pleasant surprise. Thankfully it doesn't try to be a "better Slay the Spire" since nobody seems to get that right but goes on its own way. There is no mana system, instead you pay for cards with time: playing a card (usually) takes up your turn. Some of your cards will stay on the board and periodically trigger based on cooldowns and other triggers - and so do enemies. It's all about timing, sequencing and positioning.

These mechanics make the game flow very smoothly and the turn puzzle is satisfying. The implementation and art are great too making it a very pleasant overall experience.

[–] donio@lemmy.world 1 points 5 months ago (1 children)

I'd add the language specification. It is well written and Go is a relatively small language so the spec is not difficult to digest:

https://go.dev/ref/spec

And pretty much everything from the official documentation page is a good read:

https://go.dev/doc/

[–] donio@lemmy.world 4 points 7 months ago (1 children)

I personally welcome this decision. I am fairly happy with the current syntax and I enjoy the explicit "does what it says" nature of Go code. None of the proposed alternatives would have made error handling more robust, they were pure syntactic sugar with no nutritional value.

Saying no to multiple proposals when you feel that the status quo is better can be difficult to do and I am happy that the Go team is able to make these kinds of decisions.

 

When the newly released sdl3 is installed it offers to replace sdl2 with sdl2-compat which is a compatibility wrapper around sdl3. Any experience with this wrapper? Are you a happy user? Have you run into any breakage?

1
submitted 1 year ago* (last edited 1 year ago) by donio@lemmy.world to c/hots@lemmy.ml
 

As I am watching this video about the use of the Clojure programming language in TV sports production I was surprised to see a bunch of Heroes screens popping up starting at around 3:15. Apparently the initial use case for the tool was Dorm in 2016 (I think, based on the project starting date mentioned and the screenshots). The tool was used for the drafting screens (this was before tournament drafting was added in-game). It was then developed further and used in all kinds esports and TV sports events.

 

evfwd is a new tool for forwarding evdev input events from one Linux host to another, typically through an ssh connection.

The reason I am posting this here is that my initial motivation for creating the tool was gaming related: I wanted to be able to use my laptop's keyboard and gamepad on my Steam Deck.

The tool works by serializing /dev/input/... events on one hosts and then injecting them via /dev/uinput on another. You have to arrange the pipe between the two ends, typically using ssh:

evfwd /dev/input/somedevice | ssh somehost evfwd -s

See the readme for more details.

 

Artist: Zombie Nation
Song: Kernkraft 400
Release date: 20 October 1999
Wikipedia

Original mix
Album version
Better quality version of the radio edit

0
Sell me on Lorcana (lemmy.world)
submitted 2 years ago* (last edited 2 years ago) by donio@lemmy.world to c/lorcana@lemmy.world
 

I am familiar with TCG basics, dabbled in Magic, played many boardgames. I am curious about Lorcana but so far all I know about it is that it's a Disney themed TCG.

What makes the game intriguing to you? What are some unique aspects of it? Anything you don't like about it? How much do I have to be into the theme to enjoy it? How much would I have to spend to enjoy the game 2p with my partner?

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