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wouldn't it also work for connections established on another router that then failed or otherwise had traffic shift to it?


re: other improvements, it was also common for mods to change behavior between netquake and quake world.

Specifically I remember team fortress's pyro secondary grenade in QW being just pulses of AOE damage instead of shooting more fire particles that needed tracked, and the soldier nail grenade .. doing something different to not have as many flying objects.


The inaccuracy point is particularly problematic as either they cite you as the source despite possibly warping your content to be incorrect.. or they don't cite you and more directly steal the content. I'm not sure which is worse


The food pyramid is misunderstood

'those scientists' were from Sweden responding to protests over the increasing costs of food due to famine. When looked at from the lens of maximizing calories per dollar, it makes a lot more sense.


Makes sense. In a similar vein, once fast food places started stating calories per item... It actually helped me maximize calories per dollar and eat more calories, which seems opposite of the original goal of helping people limit their calories. Who is going to fast food to keep calories low?


> . Who is going to fast food to keep calories low?

I'd guess that there are more people use that information to select lower calorie food than people who make their menu selections based on the maximum number of calories per dollar, although I'd bet both those groups are a tiny fraction compared to the number of people who just order whatever they're in the mood for/tastes best to them and knowing how many calories are in that meal doesn't influence their behavior/choices at that moment but may still inform their choices later on


it could have been divine revelation. what matters is that it is used to this day for policy.


Which is not what you said originally, when you disparaged those who created the food pyramid,


In what way do you think the food pyramid is used today for policy? It's been known to be incorrect and not used for quite a while ...


but you should specify sizing to prevent reflowing when it does load. but you should specify those either way.


I'm pretty far removed from game dev but curious.. is the in mem sqlite DB the only representation of game state or is it just 'mirroring' the 'real' values in ram? like if there's a Score on the HUD, are you doing a SQL select to read the value on every frame?

Or is this just a way to serialize and deserialization the game state to automatically save the game so it could be reloaded if it closed/crashed without explicitly running a 'save game' function?


> if there's a Score on the HUD, are you doing a SQL select to read the value on every frame?

Yes. That was the point of my experiments, after I realized that good chunks of the data structures I set up for my game look suspiciously similar to indices and materialized views. So I figured, why waste time reinventing them poorly, when I could use a proper database for it, and do something silly in the process?

In a way, it's also coming back to the origin of the ECS pattern. The way it was originally designed, in MMO space, the entity was a primary key into component tables, and systems did a multiple JOIN query.


I followed this line of thinking last week due to curiosity w.r.t ECS & SQLite. I found that the bottleneck was not on the reads, but on the complexity of the writes (iterating each entity and subsequently you have num_systems X num_components writes). You can actually avoid this entirely if you write your systems in SQL.

Since I had already thrown out logic & reason for the sake of curiosity, I took it a step further and learned that the Bun JS runtime actually has SQLite baked in, which allows you to create a :memory: db that can be accessed _synchronously_ avoiding modification of most ECS implementations. (I'm not familiar with the larger SQLite ecosystem, but being a largely TS developer this was very foreign to me)


This is interesting but something i feel like id disable on most of my ssh servers as they are only exposed through a shared jump host, and I don't want users that have too many keys in their agent to cause the jump host IP to be penalized.

On the jump host itself it makes sense though


There's extra complexity with ssh, it has its own file of revoked keys in RevokedKeys and you'll have to update that everywhere.

see https://man.openbsd.org/ssh-keygen.1#KEY_REVOCATION_LISTS for more info

And unlike some other sshd directives that have a 'Command' alternative to specify a command to run instead of reading a file, this one doesn't, so you can't just DIY distribution by having it curl a shared revocation list.


It would also be very rare. The penalties described here start at 30s, I don't know the max, but presumably whatever is issuing the bad behavior from that IP range will give up at some point when the sshd stops responding rather than continuing to brute force at 1 attempt per some amount of hours.

And that's still assuming you end up in a range that is actively attacking your sshd. It's definitely possible but really doesn't seem like a bad tradeoff


id assume those unchanging ipv4 addresses are not shared and natted with other customs and thus charging for them makes sense as you're consuming a limited resource they are paying for.

That's not the same for not changing an ipv6 address


> id assume those unchanging ipv4 addresses are not shared and natted with other customs...

Over the last several decades of me having residential Internet service from a variety of ISPs here in the US, I've never had an IPv4 address that was not globally-accessible. Relatedly, I've never had a guaranteed-static IPv4 address, but I COULD get one if I paid the ISP additional money.

I understand that in other regions of the world NOT being behind CGN is not guaranteed.

> That's not the same for not changing an ipv6 address

Hopefully you now understand the context in which I made my remarks. In the world that I (and many other folks) live in, I get one globally-accessible, but definitely-not-static IPv4 address.


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