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Using flatpaks or mobile apps, you can view the sandbox permissions and adjust them if you have to.

All I guess? If you're licensed you should know what you can and can't do.

No, amateur radio does not cover ITAR.

Which is why I ask. I'm not a lawyer, but there could be a general dual use ban, but with some other regulation that exempts e.g. UK.


But SDL already provides an API for all the things you listed. So I am assuming the libraries in Love2D still call those underlying SDL APIs right?

Love2D uses openAL for audio, FreeType 2 for fonts, DevIL for image loading and Box2D for physics. It can also use image fonts. It uses luasocket for networking and has a compression API built in.

On top of that there are love2d specific libraries people have written to deal with 2D games like GUIs and tile libraries.

Then there is the ease of debugging, where you can use lua to have runtime access to the table of variables and can print them on screen if you need to, not to mention dynamically loading new update and draw and input functions.

This is all to say that just downloading SDL is not going to get anywhere close to what love2d has included.


Cool stuff!

SDL3 should get more love in general.

The SDL3 GPU API[1] provided a cross-platform GPU API even before WebGPU.

In Rust it's a good alternative for winit/wgpu. For that reason I added it to areweguiyet.com[2] last week, where apparently it wasn't even listed before.

I am currently using it to develop a space game[3] inspired by the original BBC Elite. Using emscripten to get on the web and QUIC/Webtransport for networking.

[1]: https://wiki.libsdl.org/SDL3/CategoryGPU

[2]: https://areweguiyet.com/#ecosystem

[3]: https://git.levitati.ng/LevitatingBusinessMan/elite/src/bran...


SDL3 is something I've been keeping an eye on, but at least one thing that held me back from diving into it was SDL_Mixer (audio library) was not updated to a release version for SDL3 until I think a month ago? I need to get back to it but lately I've been messing with SDL2 + wasm stuff using emscripten.

SDL3 doesn't support bindless resources and the plans to do so in the future are very loose[1].

[1] https://github.com/libsdl-org/SDL/issues/11148#issuecomment-...


Not on steam does it? I can only see the exe and dlls.

extract the exe like a zip file, that's how love packages itself. last i looked at the source myself it had comments in still from the dev

I'm really curious how they do version control.

The Steam version was created by one guy, but the platform ports have a couple different authors. The Google Play and Xbox PC versions, for instance, have divergences.

I wonder how the ports influence the upstream and each other. How do they keep the codebases in sync, while also accounting for platform differences?


Can't say for sure how Balatro did it, but typically you do one shared core and any platforms basically use that core in their own suitable way. Considering it's lua, would feel very natural and be relatively simple for Balatro to do it this way too. Not much to keep in sync, just ensuring the core remains reusable in the ways the platforms need it.

The Android and Xbox PC versions look more like forks for a shared codebase. Most of the platform-specific code is abstracted to a bridge, but even the bridges aren't consistent across the codebases. (Android's save system uses different methods than Xbox 's.)

yep that works

weather.com/retro adjusted to my location based on ip. The one you linked does not allow non-US locations.

Yep it's crazy. The SteamDeck alone gives me the hope that we will see mainstream use of (desktop) linux within my lifetime.

People need to get their hands on real, working, consumer-friendly devices running Linux out-of-the-box.


Agreed. Roll on steam machine as well! I prefer handheld, but the more linux-based gaming we can get out there, the better

The wasm file (flight_viz_bg.wasm) was 10.94 MB as reported by firefox.

I changed a higher resolution image and that is why now it is a little bigger...

If it's just the image, you could try using more aggressive compression?

In Gnome it's just a toggle in the network settings

Does not take BGPSec[1] into account, just RPKI.

[1]: https://en.wikipedia.org/wiki/BGPsec


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