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TheTrueLinuxDev @beehaw.org
Posts 5
Comments 83
is there anything worthwhile in the hyrule castle chasm?
  • Yup! If the Lynel is armored however... then you probably want to head to Hyrule castle and find a great sword in the sanctum and then look for Spike ball in the overworld and merge them together with a fuse. That weapon is great for busting up the armor and you can use flurry rush to shatter Lynel's armor.

  • is there anything worthwhile in the hyrule castle chasm?
  • Get a construct head, maybe at least 4x beam emitters and then finally batteries. You can also optionally attach the construct head on top of stake to keep your platform away from Lynel.

    So basically, you first spawn the construct head (the direction where it hit enemy is where the eyes are), stack some beam emitters, all facing toward enemy (unicorn to enemy) and stack the batteries behind the beam emitters and that's it. A simple cheesing turret, and you can optionally put it on atop of Stake so that it'll stay upright and can be positioned anywhere. Once you built it once, just make that a favorite in your autobuild and test it.

    When you're ready, the strategy is simple, you find a lynel, just stun it by shooting arrow in the head, use this stun time to spawn the turret and start it up and watch Lynel melt. :)

    Make sure it's a bit further away from Lynel and try to lead it a bit away from the turret so it doesn't use the whirlwind roar to delete your turret.

  • is there anything worthwhile in the hyrule castle chasm?
  • One advice I can offer is to try and cheese it with turret build with zionai autobuild with batteries to get the necessary loots from a Lynel. Just simply block it's attack with shield and dodge when able.

    I basically did this when I was having trouble killing a silver lynel when my last weapon broke, basically cheesed it with a 12+ laser turret with 3+ big batteries behind it. It eats A LOT of zionites, but damn it's a sight to see the HP melt.

  • Blood Moon Refreshes
  • When Blood Moon approaches, I get to the campfire with cooking pot and cook up some boosting meals, they get bonus about 15 minutes before and after blood moon (11:45 to 12:15.)

    After a blood moon, I immediately head to the Floating Coliseum to get 2 Silver Lynel Sabers and replenish on some useful weapons like spike ball fused swords (anti-armor weapon, perfect for fury rush) and lynel 3x bows and 3x Lynel Guts. After the floating coliseum, I head to the west above the Gerudo Desert in the snowy mountain to find another Silver Lynel and kill it there and then the last silver lynel at the bottom of Hyrule castle. That sum up my to-do list every time Blood Moon rolls around until I have 10+ Lynel Sabers and weapons. I also sometime replenish the base-weapons by heading into the Hyrule Castle Sanctum where bow, royal great sword, regular royal sword, and spear could be found there. (Zelda room have another royal bow and royal great sword.)

    Once you have established some pretty good arsenals, you should mark the map of every single Rock Octos spawn in Death Mountain and use it for replenishing the durability of your fused weapons.

  • what enemies do you dislike the most?
  • That basically why I stock up on damage boosting meals and carry some Lynel Saber weapons that net you like 70+ damage after a fuse and potentially 120+ if you have a fusion boosting weapon. You can endlessly repair those sort of weapons by heading to death mountain to find a few rock octos. Combined with Tarry Town for breaking Lynel Saber off your broken weapon, once you have 10+ Silver Lynel Sabers, you are pretty much golden and you can reuse it however many times you want.

    I always find myself using heavier weapon so I can just spin attack on silver enemy, they die fast after taking a few round.

    I also have a laser turret to cheese the army of silver enemies if I needed to though those can be expensive, like 100+ zionites depending on batteries.

  • The enforcer: Putin Orders Prigozhin's Arrest, Breaks Deal
  • You pretty much nail it, there were an unconfirmed report of Wagner approaching a warehouse that holds tactical nukes (I really hope that remains a simple speculation.) If Wagner claimed the tactical nukes, that would've very nearly guaranteed a successful coup, because they could simply waltz right into Moscow and hold tactical nukes to keep the rest of Russian army at bay and other factions in Russia would realize the same thing, "Oh wait, so if they can do it... then...."

    Cue the Western Governments poker face at the enactment of the movie, The Dark Knight Rises, where terrorists/fascists gain access to nukes and Russia balkanize by competing warlords holding at each others throat with tactical nukes.

  • ‘Linux’ Foundation increases number of Microsoft employees in the board of directors to THREE, the only geek in the board has left (or got removed)
  • Thing is, there is a line of succession for Linux Kernel, Linus is more of a Q/A manager for determining whether to merge code or not, and they most likely never yield to Linux Foundation, because why the hell would they want to let some corpo suits tell them what to do especially if they don't have the technical literacy to do the job in the first place? If corpo try to meddle with the development process of Linux Kernel into something of a hostile environment, then developers of Linux would just fork off and spin off their own version right there and then.

  • [ToTK] Why are lynels so stingy with their guts?
  • I was able to get 3 consistently by doing the Floating Coliseum, it have always been a little low on probability, but you could fast forward to blood moon by doing the blood moon glitch to refresh the Coliseum for relatively fast farming. (Arrow + opal at least 4x with 3x lynel bow.)

  • Why aren't there more admin level graphical tools available for Linux? Or if there are, what are they?
  • You probably got your answer from system administrator perspectives, but I'll put mine in as a developer perspective who also developed some niche admin tools like SELinux Editor.

    TL;DR: It require reinventing GUI on Linux and no, I'm not joking. I'm working on it as it is leveraging Vulkan by default.

    @[email protected] did a good job laying out on some of the issues that arise from GUI Toolkit that we currently have on GTK and QT which are the two mainstay GUI on Linux. One of the problem is the lack of automatability in GUI, but it can be solved by establishing an Interprocess Communication Protocol. With an agreed upon convention, you can subscribe events or issue commands such as clicking on button or whatnot and that allows for each GUI Toolkit to also interacts with one another as well. Think of Wayland, but for between GUI.

    Some challenges are impossible in CLI, but possible in GUI, and those can be SELinux, Firewall, or other administrative tasks that require as many widgets, visualizer, debugger, or whatever available to aid you. So I think people here need to realize that there are significant merit to GUI workflow for administrative tasks.

    So with the current GUI Toolkits that are available on Linux, most developers aren't very inclined to use limited features offered by GTK and a difficult to use C++ GUI and so, some of them consider developing web application, but it comes with it's own baggage too. This is kind of a no-win situation for those who are looking to make a GUI for Linux. This is one of my pet-peeves with Linux and why I am working on it.

    If you are interested to learn more on GUI Toolkit situation which I am working on at this time.

    On Linux, I'll summarize the issues for GUI Toolkits:

    1. GTK Toolkit is written in C language with GObject that emulates Object Oriented Programming, but it is far from intuitive for average developers and the documentation can be incomplete. For most of you, it can be seen as something like a huge bloat.
    2. QT Toolkit is written in C++ language and have limited binding options for Python, it have other option like QML for GUI, but it's limited in flexibility. This limits a lot of choices for your average developer, because most of them don't want to touch C++ with a 10 foot pole. I certainly don't want to either.

    Why do I want to make my own GUI Toolkit?

    1. Foreign Function Interface as a first class - Whatever programming language you want, PHP, Bash, Brainfk, whatever, it should be able to interacts with my GUI Toolkit, period. Binding for your language can be done by reading FFI-JSON and generating the binding. FFI-Json is just a JSON file that describe all of the interfaces and datatypes in GUI Toolkit library for your programming language to bind to.
    2. More memory efficiency - Uses 1/3 as much RAM as QT and 1/6 as much on GTK, utilizes Vulkan Graphic API and you can switch to CPU mode if you want to avoid using GPU. (Swiftshader for those wondering.)
    3. Everything is designed for 64 bits sized data, like if you want to open a 100 GB text file on a random text editor in my GUI, no problem, the text editor is designed to be buffer-based.
    4. Actual documentation with examples. This should be pretty obvious, but I am still surprised to this day that most GUI Toolkit documentation are rather poor even with corporate funding.
    5. Solve the chicken and the egg problem when attempting to fork off X11 (This is something I am seriously considering.)
    6. Written in C with Object Oriented Programming Paradigm (Similar to GTK, but without GObject)
    7. Familiarity - The API is inspired from System.Windows.Forms coming from C#, if you know what it is, then this GUI Toolkit would be second nature to you. That the idea I'm going for. API similar to WPF would come after that.

    Before you suggest that I should fork off GTK, that would means I would have to comply with GTK's licensing, which is GPL 2 and my project will be licensed differently. Also the whole project is redesigned from ground up, so it wouldn't make sense for me to overhaul GTK which would be twice the work I have to do.

  • What would YOU like to see in the next Zelda game.
  • I would definitely say the Fire Temple feels a lot like a temple, but the other not so much, they feels more like temple "lite" rather than a full temple. I think that sort of the trade off with open world Zelda game, it emphasize less on linearity.

  • Star Citizen costs exceed Cyberpunk 2077, GTA 5, and RDR2 combined
  • They rewrote their engine and framework multiple times, this kind of stuff is stupidly complicated to do. I think they originally went with Cryengine, Amazon Lumberyard, and whatever else by now. So yeah, the problem is, they are rewriting everything from scratch multiple times that they fail to make any deliverable. They basically netscape themselves to hell.

  • *Permanently Deleted*
  • Yeah, this rumor involves Illumination Entertainment studio for making Legend of Zelda. It something that is better suited for Ghibli studio to handle so I'm not very keen on it, so we'll have to wait and see if it have any merit.

  • The Linux Overhaul Projects

    Just thought to expounds on why I was discussing the Melosynthos in prior post with some contexts:

    I have written a GUI Toolkit for Linux that leveraged Vulkan to replace GTK and QT5/6.

    I originally wrote it for Crypto-Trading software that can support millisecond-by-millisecond trading and update feeds, it literally have a graph supporting over 1 billion data points without any lag and it become incredibly easy to add any number of indicators to evaluate the graph. So naturally, I was looking to expand the GUI Toolkit I wrote, but as you probably imagine, trying to write code like these:

    !

    Get exhausting fast, because literally every single event, property, or method you add to a given class, would need about 50+ lines of code for it. Macro would not solve or alleviate the problem either, because it would only obscure the problem further.

    The reasons why I attempted to write it in C is that it needed to be low level, it need to be fast, and it needed to be accessible to ALL programming languages through Foreign Function Interface. I wanted to make sure that no matter what programming language you choose, you could expand the GUI Toolkit by adding your own custom window, GUI control, or whatever.

    That what led me to theorizing about extending C Language through dialects where you have an higher level abstracted C language transpile down to raw, but still readable C language code and not only that, but also to generates something like Foreign Function Interface JSON file so that other programming languages could quickly generate binding for the GUI Toolkit library. Hence the Melosynthos project was came up with and reiterated as I work on designing it.

    So basically my roadmap is something like this:

    1. Melosynthos - Compiler Generator
    2. Machine Learning Shader Language (To replace HLSL/GLSL)
    3. Create Dialects for C Language aka SpectraC (Object Oriented Programming, Generic, and so forth)
    4. Rewrite GUI Toolkit in SpectraC
    5. Potentially Fork X11/XServer as I have gained some experience and understanding on how X11/Wayland compositors work internally.

    As you can imagine, a lot of different personal projects, but each can be used to help create the other project.

    Here the video demo of GUI Toolkit

    My other side project that I am struggling to find time is to write books, particularly on C programming sometime and you can read them here.

    The craziest idea for a project by far is probably trying to come up with "X25" as an evolution from X11, instead of XServer being it's own independent process, it would be rewritten as a software library in C so that every window manager/compositor could use the same central implementation and gain all of the feature set that the library offers rather than fragmented ecosystem like Kwin/Gnome/Wlroots. I don't have much confidence with Wayland and it have remained broken for literally decades with a lot of contention between developers on how to best approach each problem in wayland.

    Anyway, let me know if you are interested in more discussion on any of the projects above. That pretty much sum up my vision for Linux, rewriting the GUI stack and Window Compositor one day and hopefully re-approach C Programming in general to make it easier, but offers some memory/type safety.

    1

    Rethinking Compiler Design - Melosynthos

    This thread delves into contemplating the concept of "Melosynthos," more aligned towards being a compiler generator rather than strictly a parser generator.

    Initially, I was engrossed in a Python Lark fork while concurrently developing an unique shader language, primarily for Vulkan Compute (SPIR-V, to be precise), aiming at Machine Learning (intending to replace the Pytorch framework). Python Lark's parser generator appealed to me due to its simplicity-centric grammar syntax, prompting me to create a fork in C language. This new version was designed to support a top-down LL(k) parser algorithm and generate corresponding AST trees.

    Upon successfully getting it to function, it dawned on me how complex and challenging the iterative development of a compiler could be. The task of designing a programming language and writing the compiler implementation, along with the eventual Language Server Protocol, seemed daunting for a single developer.

    This realization sparked the question - could we streamline the entire process, right from the parser generator to the compilation output target? This led to the inception of the Meta-AST and subsequently, the Melosynthos project.

    The Meta-AST scripting language is essentially conceptualized to interact with the generated raw AST tree, providing traversal and visitor syntax. This enables users to enhance, refine, or rectify the "Raw" AST with more comprehensive data, such as type information or context-free grammar support.

    The Melosynthos compiler generator project primarily involves three stages: the standard Backus-Naur Form grammar for generating Lexer/Parser and raw AST, the Meta-AST script interacting with the AST, and the final compilation output reading the AST and printing it out.

    Envision a scenario where everything is streamlined from the start, enabling the generation of any dialects or features in the language as a full compiler in the output, accompanied by an LSP server. Despite searching extensively, I couldn't find any existing tools to accomplish this.

    Consequently, I began musing about the potential structure and function of Meta-AST, emphasizing its readability and familiarity for compiler designers. It borrows elements from Regex (like "^" for the start of an array and "$" for the end), functional programming for pure function transformation and analysis, and differentiation between "dialects."

    Consider the following example of an AST tree represented in JSON:

    json { "rule": { "HELLO": { "Content": "Hello", "Line": "1", "Col": "1" }, "WORLD": { "Content": "World", "Line": "1", "Col": "6" }, "SET_OF_EXCLAIMATION_MARK": [ { "EXCLAIMATION_MARK": { "Content": "!", "Line": "1", "Col": "12"} }, { "EXCLAIMATION_MARK": { "Content": "!", "Line": "1", "Col": "13"} }, { "EXCLAIMATION_MARK": { "Content": "!", "Line": "1", "Col": "14"} } ] } }

    For a basic analysis of this AST tree, we could attribute the AST with the following script:

    local myAST = .; // You are making a copy of the current AST myAST.rule.SET_OF_EXCLAIMATION_MARK.summarize( MarkCount = this.Count, StartColumn = this[^].Col, EndColumn = this[$].Col, StartLine = this[^].Line, EndLine = this[$].Line );

    This would add counts for exclamation marks, start and end columns for this particular rule in the grammar, and the start and end lines for diagnostic purposes.

    I share this here to muse over the concept and encourage some discussions surrounding it. I hope it sparks some interests in this topic.

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