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Status update, August 2019

Outside my window, the morning sun can be seen rising over the land of the rising sun, as I sip from a coffee purchased at the konbini down the street. I almost forgot to order it, as the staffer behind the counter pointed out with a smile and a joke that, having been told in Japanese, mostly went over my head. It’s on this quiet Osaka morning I write today’s status update - there are lots of existing developments to share!
Let’s start with sourcehut news. I deployed a cool feature yesterday - SSH access to builds.sr.ht. You can now SSH into a failed build to examine...
DRM leasing: VR for Wayland
As those who read my status updates have been aware, recently I’ve been working on bringing VR to Wayland (and vice versa). The deepest and most technical part of this work is DRM leasing (Direct Rendering Manager, not Digital Restrictions Management), and I think it’d be good to write in detail about what’s involved in this part of the effort. This work has been sponsored by Status.im, as part of an effort to build a comprehensive Wayland-driven VR workspace. When we got started, most of the plumbing was missing for VR headsets to be useful on Wayland, so this has been my focus for a while. The result...
FOSS contributor tracks
Just like many companies have different advancement tracks for their employees (for example, a management track and an engineering track), similar concepts exist in free software projects. One of the roles of a maintainer is to help contributors develop into the roles which best suit them. I’d like to explain what this means to me in my role as a maintainer of several projects, though I should mention upfront that I’m just some guy and, while I can explain what has and hasn’t worked for me, I can’t claim to have all of the answers. People are hard.
There are lots of different tasks which need doing on...
Bugzz Smaher
I created the first version of this game at my summer house over just two weekends in 2015. The full version differed only by minor interface tweaks, improvements to the wave generator, and Facebook integration. The game featured saving and …
Dice or Die
A logic game for mobile devices, blending elements of 2048, Color Lines, and Match-3. This game, like Krakoid and Bugzz Smasher, was built on my own engine. The engine supported only a few platforms — Linux, macOS, Windows, iOS, and …
Cower Defense
A tower defense game developed by Belka for social networks – a really cool game with a great story, artwork, and animations. The original game was built in Adobe Flash. I was one of three programmers responsible for porting the …
Tweens Visualizer
Это небольшой javascript-проект, предназначенный для визуализации комбинации твинов по двум осям + ось скейла. Твины используются для нелинейной анимации различных объектов в играх и приложениях. Крайне полезная штука. Написал его потому, что мне надоело подбирать комбинацию твинов в уме. Формулы …
Kingdom of Seven Seals
This is a highly engaging hidden-object game featuring numerous mini-games and tasks. The game was developed by a team of three to four people, but the team composition changed several times, so the total number of developers was roughly twice …
Brainfuck
«Brainfuck придуман Урбаном Мюллером (нем. Urban Müller) в 1993 году, известен своим минимализмом. Название языка можно перевести на русский как вынос мозга, оно напрямую образовано от английского выражения brainfuck (brain — мозг, fuck — иметь половое сношение), т. е. заниматься ерундой. Язык имеет восемь команд, каждая из которых записывается одним …
Ripple Jump
Ripple Jump is a hyper-casual game inspired by UQ42. Both projects were developed by a small team of four, using my custom C++ engine. The original plan was to hand the game over to a publisher, but unfortunately it didn’t …