I did use Feishin for a while, it's an excellent music player but unfortunately not a native program. I might switch back to it from Tauon though, as actually playing the whole song before going to the next is a pretty nice upgrade hehe
mat
It looks really good indeed, and I don't mind at all to pay for apps (I pay for FairEmail)... however it is very strange for me to add a nonfree app to the list I use every day... everything else is open source.
I currently host Navidrome, which has an okay web player. On Android I use "Tempo" (though it is unmaintained) to connect to it, and on Linux I use Tauon (though it has very poor playback). I could not find a native Linux client that is not buggy unfortunately, so I'm also on the lookout for better solutions!
I'm not familiar with the device you are talking about but every client I tried supports MPRIS, which are the regular media controls that can be used via the playerctl
command, so you should be able to hook things up that way.
Ah, yes... if only. I've upgraded internally SLR 1.0 -> SLR 3.0 but we can't deploy it until a bug is fixed in the Steam client that causes, when we enable SLR 3, all Steam Decks to run the Linux build. Yes, Steam Decks run the Proton version, solely because the save file has different letter casing (yes I know it's so annoying haha). We've spent quite some time on this and there's no way to fix this without some folks losing their saves, and that is absolutely not an option. Soooo for now desktop Linux is stuck on runtime 1.0, and Steam Deck users are stuck on Proton. "fun" :/
At my studio we maintain a native Linux version with a custom game engine, and it indeed takes a lot of time. I don't consider Proton a viable option as we lost the ability to integrate with Linux-specific stuff such as Wayland APIs or better input, but I can definitely see the appeal of switching to Proton... if your team uses Windows. If you have some developers on Linux, you naturally get a Linux build (if using cross platform APIs ofc) and it's actually faster to cross-compile a Windows build every once in a while (skip the slow ntfs I/O) and ship that. But it requires getting more of the team on Linux :)
I don't have any advice to give but I want to thank you for considering this angle while building the website.
Really cool to see more WINE Wayland support, I ought to try it out and see games running natively on my system!
Thanks. I've successfully "upstreamed" some of my patches to some courses, but sadly still most of the education is Visual Studio-based. It's good to see more people in the new years contacting me after asking teachers about Linux and being given my name for help, but of course I want this to be a base part of the curriculum!
I did a bachelor of videogame programming in Belgium 99% on Linux (minus exams), but it was definitely a huge struggle. All the courses and assignments were Windows-only, and 90%-ish required Visual Studio (non-Code) and Windows-only libraries like DirectX or Win32. I got by writing my own tooling to auto-convert these to CMake projects and convincing each teacher to allow me to hand in CMake projects. I wrote SDL backends for most of the win32 assignments, falling back on clang's excellent cross-compiling for stuff that requires e.g Windows.h. I wrote a blog post about this: https://blog.allpurposem.at/adventures-cross-compiling-a-windows-game-engine And using e.g DirectX natively on Linux, easier than expected: https://blog.allpurposem.at/directx
I also wrote a small wiki on my general experience + a summary of courses and main problems encountered... Windows was non-negotiable during exams: https://dae-linux.allpurposem.at/ I maintain tools, converted assignments, and information on this for future students who want to attempt something like me, but it's hard to recommend the Linux challenge if you are totally new to programming!
Hope some of this is helpful!
This is very cool! I'll definitely use it if it gets a Nix package.
Hmm no, I haven't had this issue. Tempo works fine for me, it's been mostly bug-free except for a few oversights:
I'm (still) on a Pixel 3a, running LineageOS, in case that matters.