Just another Reddit refugee

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Joined 2 years ago
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Cake day: June 11th, 2023

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  • I once installed Bazzite on my PC. I am an sway user/addict. So thought about installing sway on Bazzite.

    Below is my journey


    Let me try to download and compile it.

    Downloaded but it won’t compile.

    The libraries/dependancies are not installed. Here, try installing the packages via brew.

    Nope, some of them are available and some are not on Brew.

    Now what do I do? Okay, there is something called distrobox where I can install whatever I want.

    Looks like I have to learn distrobox. Wait, sway is not a simple application, it’s a full blown window manager. Even if it compiles, will it work?

    Most of the people online (Discord) told me the process won’t be very pretty.

    Do I want to invest another week experimenting with distrobox?

    Nope, installed Nobara the next day and I’m happy.


    Disclaimer: Bazzite is a fantastic distro and it’s powering my RoG Ally. Atomic distros are fantastic for the niche they fill.















  • but I’ve accepted defeat in trying to understand it

    I may have shared the link but even I don’t know how it how it works.

    It’s like admiring the Eiffel Tower; you can understand that it’s a marvel of engineering without understanding the underlying engineering concepts. Such experiences are rare but they truly humble you.

    Regarding the square root, understand the following concepts

    1. Bit shifting simply shift the bits to a certain side (Left or right) => 0010 << 1 0100
    2. Mathematically, it multiplies or divides the input number with a factor of 2, depending upon the type of shift
    3. If you shift the number n with a nice shift amount x (I have greatly greatly over-simplified this), then you can calculate the inverse sq. root since inverse square root is 2^(-1/2)
    4. Calculating the inverse square root manually will take lots of clock cycles, which was not feasible for a FPS game with the limited h/w
    5. Bit shifting is a lot faster since we are not computing, but instead shifting

    The resultant shifting gives us an answer which is close enough to the answer, and that is good enough for FPS games for calculation of reflections.

    Source for bitshifting

    PS: Someone who is more experienced in this domain can correct me if I’m wrong.