HackerLangs
トップ新着トレンドコメント過去質問紹介求人

roblabla

5,240 カルマ登録 12 年前
Click here: https://news.ycombinator.com/user?id=roblabla

[ my public key: https://keybase.io/roblabla; my proof: https://keybase.io/roblabla/sigs/dHVC2Jm2HgxiZRm0LlHdZ4B8lfYIXT8qY3A-hoHs89M ]

hnchat:UWnZd20LafKJcpuGyLTI

コメント

roblabla
·3 日前·議論
Monaspace has a feature called "texture healing" that does something similar: it allows bigger letters to "steal" space from adjascent smaller letters, to make it easier to read. The result is that the letters are still in a grid, while still allowing for bigger letters to "breathe".

https://github.com/githubnext/monaspace/blob/main/docs/Textu...

It's the main reason I use monaspace as a font.
roblabla
·8 日前·議論
Or maybe the markets are actually proof that P = NP :^)
roblabla
·10 日前·議論
You say this as if ad revenue is the only possible way we could have done AI research - which is an _extremely_ weird take given the history of academia and R&D. Today adtech companies just make up the richest companies in the world, so it's not very surprising that they're the ones behind LLMs - they have more money to throw at the problem than most. I'm pretty confident that - if adtech companies didn't exist, we'd find other means of funding AI research (private investment, public funding, R&D spend from non-adtech companies, etc...).

When the internet was researched and developed, it wasn't funded by adtech, and yet it managed to develop it just fine.

---

Also, the point of GDPR wasn't to reduce the number of ads. It was to prevent massive, indiscriminate information gathering. Now, whether that was successful or not is debatable - I have my own gripes on GDPR enforcement (I really hope the banners will get nuked out of existence).
roblabla
·10 日前·議論
https://www.youtube.com/watch?v=u_N3-FKbi5c

https://www.cer.eu/insights/europe-has-produced-tech-champio...

https://www.investeurope.eu/news/newsroom/state-of-european-...

The tech sector represents 15% of EU's GDP. I currently work in the tech sector in europe, there's no shortage of companies hiring (both startups and enterprise), and anecdotally, from my personal network, enough startups are surviving the 5 and 10 years mark that I'm pretty confident there's enough new ideas/companies (as opposed to only having old/legacy enterprises) to ensure the good health of the sector.

Now, I will acknowledge that funding is more complicated in the EU compared to the US - but that's something that has been acknowledged by EU leadership and is being actively worked on. The Draghi report lays out a vision for how this can be achieved, with recommendation on what steps to take to achieve that vision. https://commission.europa.eu/topics/competitiveness/draghi-r...

So yeah, the tech sector is still well and alive in the EU, and there is reason to believe that it's going to get in an even better position.
roblabla
·10 日前·議論
[citation needed] here. The tech sector is still well and alive in EU, and outside adtech (which was hit hard by GDPR - that was the point) doesn't seem to have been visibly impacted.
roblabla
·16 日前·議論
An attack against what? The sanctity of "their IP" that is itself the result of a massive copyright violation campaign?
roblabla
·23 日前·議論
SKG cares about games staying playable. If a game with both MP and SP modes has MP disabled, SKG’s proposals do not fall under it, because the game is still playable offline. They have repeatedly hammered this point in their official communications (such as their youtube and press releases).
roblabla
·24 日前·議論
PEAK uses P2P networking as far as I can tell. AmongUs has multiple mods that allows P2P gaming[0].

Most indie games don't rely on servers for the gameplay loop because those are expensive and an indie studios can't afford it. They instead rely on P2P networking for the gameplay loop, and at most have a matchmaking server to both give a nice experience to find other players to play with, and to allow NAT traversal.

You can easily design a game like PEAK/AmongUs in such a way that, even if the matchmaking server is disabled, the game still works because it has a direct connection or LAN option.

[0]: https://github.com/InvoxiPlayGames/AmongUsP2P
roblabla
·24 日前·議論
WoW, FF14, Elder Scrolls: Online, runescape. That's a lot of outlier I can cite off the top of my head.
roblabla
·24 日前·議論
> Most match-based FPS don't do that anymore, as it's susceptible to DDOS.

We're talking about EOL plans here. You don't have to care about DDOS.

> This is only feasible if the multiplayer backend is a simple server binary, which in many cases it's not anymore, but a full cloud architecture you would find for any SaaS app. There additionally is the issue of licensed libraries, which may prohibit redistribution of the server binaries (and may e.g. be bound to a per-host pricing).

I have multiple issues with this framing:

1. We're talking about regulation about _future games_ that haven't been made yet. SKG doesn't want to regulate existing games. So we're not talking about retrofitting an EOL plan on games that already rely on complex backend. If you're planning for it from the get-go, getting an architecture that isn't so cloud-reliant isn't that complicated.

2. Even if we accept the premise that a game _absolutely needed_ a cloud only architecture to function for one reason or another, that doesn't prevent releasing the architecture binaries.

3. Licensed libraries may have redistribution prohibitions _today_, but should EOL regulations come in place, you'd find that those libraries would quickly move to allow redistribution for EOL purposes, as otherwise studios would just _not use them_.

> Take your pick from[0] or a competitors website: PEAK, Content Warning, Gorilla Tag; All games from indie developers that heavily rely on good networking that wouldn't be feasible to be replaced.

AFAICT, Photon Fusion is fully compliant with SKG already - it supports games where one player is the "host" and all comms are P2P. Players can direct connect to one another. While it does work better with a STUN server or with Photon's cloud, they are not *necessary* for the game to function.

Photon's Voice offering might be different, but turning that off for an EOL plan is totally acceptable according to the SKG's wanted regulation - they would fall within the same category of "extra services" that aren't part of the core game.

And _furthermore_, of the three games you cited, I know for sure that PEAK and CW are playable fully offline. They're already SKG-compliant even if photon fusion was somehow not. I haven't played Gorilla Tag or looked into it, but I think I've already made my point clear.

> Ah, yes the simple option of "completely tank your playerbase".

WoW still has active players in the millions. FF14 has a 25k peak concurrent players in the past 24h. There are other success stories. But sure, it "tanks your playerbase".
roblabla
·24 日前·議論
I don't understand your argument. SKG specifically excludes:

- Existing games (they only aim to have regulation for newer game, as existing games may be locked into technical choices like a cloud based multiplayer backend that can't be replaced)

- Non live-service games (ergo games where you have a monthly subscription of some kind, which makes it obvious you're "renting" the game for a limited time).

Within these confines, it seems _very obvious_ to me that you can design just about any multiplayer game in a way that's compatible with SKG's desired regulations. In the vast majority of multiplayer games, you can:

- Provide a LAN multiplayer mode (most match-based FPS/strategy games can do that. Too many examples to cite.)

- Provide server binaries for self-hosted servers (Many survival games, or games with a persistent world, can do that. See v-rising for a recent example.)

- Provide a local multiplayer mode (split screen/couch coop style)

And if you don't want to go through any of that for [insert reason here], you can just make your game into a service requiring a monthly payment like WoW and you're no longer subject to the regulation!

Now, please give me an example of a game that doesn't fit within that framework if you want to continue this argument.
roblabla
·24 日前·議論
What about the directive would be unimplementable? Please give specifics here. SKG has repeatedly hammered this point: They only pursue this for _new_ games, only care about non-live-service games (games where you have a subscriptions are obviously "rented", and so wouldn't count). What they want is for those games to have an EOL plan built into the game from the start if they want to rely on a server. This doesn't feel like an unreasonable ask, and I'd ask you to show me what exactly about this is complicated.

It's worth noting that they don't mandate a particular plan. A solution can take many forms - multiplayer games could have servers released, _or_ be given a "direct connection" method, or even have a local (no network) multiplayer option, and still be within what SKG was asking for. For singleplayer games, it's even easier, they can just have a killswitch for the "required server" components.

All of this is cheap to do, it just needs to be planned for so that when the time comes, all the tools are in place for the EOL plan to proceed.
roblabla
·24 日前·議論
It's a much smaller set of European citizens, and yet they have a much larger access to lawmakers. So no, it's not idiotic.
roblabla
·3 か月前·議論
jj describe gives a name to a commit. In jj, everything rewrites the history, so there's no real point in calling it out in the command name since it's just the default behavior.
roblabla
·3 か月前·議論
I wonder if the recent github stack system could help with that (https://github.github.com/gh-stack/guides/ui/)
roblabla
·3 か月前·議論
Europe has a major distro in the form of SUSE, so that’s not too worrying.

Even if upstream linux banned european contributors, there are enough european contributors that a fork would just emerge. So I’m really not too worried about that happening.
roblabla
·3 か月前·議論
It does two things:

1. Do a request to `chrome-extension://<extension_id>/<file>`. It's unclear to me why this is allowed.

2. Scan the DOM, look for nodes containing "chrome-extension://" within them (for instance because they link to an internal resource)

It's pretty obvious why the second one works, and that "feels alright" - if an extension modifies the DOM, then it's going to leave traces behind that the page might be able to pick up on.

The first one is super problematic to me though, as it means that even extensions that don't interact with the page at all can be detected. It's unclear to me whether an extension can protect itself against it.
roblabla
·4 か月前·議論
> NSA most certainly has a backdoor there and such complete access to any Android phone.

Citation needed?

> This was common knowledge after the Snowden stuff.

Not to me, it isn't? As far as I'm aware, most of the Snowden stuff were centered around PRISM, which allowed widescale wiretapping of internet backbone, as well as agreements with big cloud providers to allow tapping into their data.

I haven't seen anything indicating that there was widespread compromise of personal computing devices at such a deep level of the root of trust. I haven't seen any indication that the NSA has a backdoor in the earlyboot CPU of any device, whether that is the Qualcomm boot processor, the Intel Management Engine or the AMD Platform Security Processor (which all have similar capabilities and hidden firmware).

If I missed anything/have links to research into these backdoors, I'd like to see them!
roblabla
·4 か月前·議論
Did you read my reply without reading the parent I was replying to? I’m talking about not allowing a blocked domain from being able to add new TXT entries as the parent was suggesting. Of course TXT shouldn’t be banned entirely…
roblabla
·5 か月前·議論
There is _some amount_ of justification to ban TXT. There have been a few cases of C2 servers using DNS to send instructions to malware, so letting TXT slip through the cracks would still allow for that.

Now whether this downside justifies the massive problem it causes on false positives...