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2 yr. ago

Lemmy @lemmy.ml

Question about downvoted post propagation

  • It's pretty much a "develop from zero" situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn't even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.

  • Here is what I'm using atm. Is there a better way to do this? I'm still learning K8S :)

     
        
    apiVersion: v1
    kind: PersistentVolumeClaim
    metadata:
      name: sonarr-pvc
    spec:
      accessModes:
        - ReadWriteOnce
      storageClassName: longhorn
      resources:
        requests:
          storage: 250Mi
    ---
    [....]
    volumes:
          - name: config
            persistentVolumeClaim:
              claimName: sonarr-pvc
      
  • Basically this. I have my home stuff running in a K3S cluster, and I had to restore my Sonarr volume several times because the SQLite DB has corrupted. Transitioning to Postgres should solve this issue, and I already have quite a few other stuff in it, for example Radarr and Prowlarr

  • Selfhosted @lemmy.world

    Sonarr (dev) now supports postgres

    Selfhosted @lemmy.world

    Software for writing

  • No error logs, based on the logs tho it just ignores the config and uses the filesystem. So predictably once my small config mount fills up (this was before emptyDir), it starts to error out saying no more space on disk. Seemingly this didn't cause any errors for Lemmy, still it doesn't feel right :)

  • Lemmy @lemmy.ml

    Pictrs refuses to use Minio

    Selfhosted @lemmy.world

    Lemmy on K8S