Today we are releasing a brand new version (
2.2.0) of Gaia Sky with several major changes and new features. To sum up, github reports 1071 changed files, with 81672 additions and 31763 deletions. Gitlab displays a “Too many changes to show” banner, as their cap is at a 1000 files. This makes it by far the largest release ever, followed by version
1.5.0 in the summer of 2017.
Lately, I have been kicking the dust off my C++ skills, and decided to start by learning to use a library which I have been eyeing for a while,
ncurses is a C library which lets you create text-based UI programs for the terminal, in the same fashion as the gif above. Basically, you can use the terminal to implement text-based user interfaces. Since I seem to have an obsession with snake games, I figured I'd create a snake game for the terminal.
Old (left) and new (right) design side-by-side.
In this post I'm documenting the current (March 2019) software setup I use in my machines. This has been converging for a long time but It will surely evolve in the future. However, right now, it works well for me.
I use this configuration in the following machines:
ARI desktop - hidalgo, i7-7700, 16 Gb RAM, GTX 1070, Ubuntu 18.04 IWR desktop - herschel, i7-4790K, 16 Gb RAM, GTX 970, Manjaro Linux Home laptop - simian, Dell XPS 13 9370 13”, i7-8550U, 16 Gb RAM, Intel UHD 620, Arch Linux Home desktop - bonobo, i5-4460, 16 Gb RAM, GTX 970, Antergos Linux That is what my work PC looks like.
During the last months I have been working on a QOL improvement for Gaia Sky video production. Currently, Gaia Sky offers a couple of ways to persist and reproduce camera behaviours: scripting and camera paths.
Scripting offers a high level API which allows for the interaction and manipulation of the internal state. Conceptually, a running script is no different from a regular user. A script runs in its own thread and, like a user, interacts with Gaia Sky's core through the event manager, a message-passing entity which encapsulates the core functionality.