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nathants
searching PlanetScale…
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25 ms
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301.
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by
nathants
3y ago
you want to minimize trust. you have to trust linux and kind of trust aws, you don’t have to trust github at all. not your keys, not your coins. it’s really such a good catchphrase. for anything non-public, git data goes here: https:/
302.
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by
nathants
3y ago
the competitive fighting genre evolved into fortnite. it will be interesting to see where it goes next.
303.
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by
nathants
3y ago
buying a car has never been easier. look at openpilot cars with good torque and steer to zero. pick one you like, and buy the base trim. been on forestor 2015, civic 2018, and sonata 2021. each has been better than the last. hopefully next
304.
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by
nathants
3y ago
superuser attack is hard to defend, no matter if that user is meat or metal.
305.
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by
nathants
3y ago
isn’t the current linux security mindset that all access is potentially privileged?
306.
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by
nathants
3y ago
to secure linux, both ebpf and io_ring need to be disabled in kconfig at kernel compile time. in security insensitive scenarios, they are both interesting tech.
307.
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by
nathants
3y ago
fortnite is very playable on a variety of hardware. this is probably good. it misses however what might be possible if a game targeted only high performance hardware. 240 monitors are not expensive anymore, and the typical fortnite build i
308.
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by
nathants
3y ago
apologies for inflammatory rhetoric. my belief is that a significant minority of players have 240 fps monitors. i would be very curious to learn the real number. i would guess 2-20% of pc fortnite players. my assumption is that the majority
309.
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by
nathants
3y ago
everyone may be an overstatement, but since only epic knows the truth i’m sticking with it. i haven’t played, but fortnite on switch will be a very different experience. all your opponents will also be on switch or android. i’m sure it’s st
310.
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by
nathants
3y ago
it definitely could. unreal engine doesn’t seem to prioritize high performance, nor does the fortnite dev team. in fortnite competitive play, as soon as too many players are in the same part of the world, client and server performance goes
311.
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by
nathants
3y ago
it would be interesting to know. epic games is very secretive with their statistics. regardless of epic’s earning potential across various demographics of gamers, the most interesting demographic to me is those who are playing 240+. that gr
312.
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by
nathants
3y ago
grep is the beginning, not the end. it’s a great performance baseline to meet, and then beat[1]. computers are insanely fast! the startups using grep on aws are undercutting those doing slower things on aws. i wonder why aws architects neve
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by
nathants
3y ago
definitely! it’s easy to mess around with since you can limit framerate to a lower level. the other part is frame dips. no matter the game, frames drop sometimes. a drop from 240 to 180 will be harder to notice than a drop from 120 to 80. 4
314.
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by
nathants
3y ago
a lot of people are using 360 fps now, which may actually be unnecessary. playing on 240 fps feels extremely different. it’s about how the occasional rapid movement feels. spinning around, or making a series of edits in a fight. in a typica
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by
nathants
3y ago
fortnite only kind of works on console at 120fps and high graphics. everyone is on pc at 240 fps and performance graphics.
316.
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by
nathants
3y ago
reagent remains sota for frontend.
317.
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nathants
3y ago
c and cpp are great. definitely worth learning, sometimes worth using. probably best avoid for the first few years of serious engineering as a beginner.
318.
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by
nathants
3y ago
what makes infra hard is the large delta between what you think exists and what actually exists. the larger the delta, the worse everything gets. the only mitigation to this is less. less tooling, less infra, less abstractions. you want tha
319.
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by
nathants
3y ago
postmarketos on oneplus6t definitely works. it’s got rough edges compared to an iphone, and performance is worse, but it is insanely better than a pinephone.
320.
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by
nathants
3y ago
try wickedengine! i change the engine regularly and it compiles in 30 seconds. good linux support, nice api, and it’s fast. the engine is compiled as a part of game source. this feels like the right way. it’s all one thing.
321.
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by
nathants
3y ago
gopls, staticcheck, errcheck and ineffassign are non-optional for golang dev. add them to flycheck or similar, and go is a fantastic experience. should they be part of the compiler? maybe. i’m not losing sleep over it.
322.
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by
nathants
3y ago
wickedengine.
323.
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by
nathants
3y ago
games are art, and art has a certain i don’t know what. art has to risk failure or it’s not art. perhaps has to even be near certain to fail. no one should be depending on art to feed their family. no one should be making art for any reason
324.
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by
nathants
3y ago
some always rebuild, others never do. the best of us pause and think hard, about which is advantageous in a particular time and place. in any given situation, it could easily go either way. tolerating and resolving ambiguity to the best of
325.
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by
nathants
3y ago
content creators gotta create content. same as it ever was.
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by
nathants
3y ago
tbh there’s know reason not to dual boot win/lin. use two drives and switch with the bios boot selector. as far as gaming platforms go, windows is not so bad.
327.
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by
nathants
3y ago
what threads like these show is not that git is hard, but that collaborative software implementation is still an experimental and challenging approach. in absence of a tyrannical dictator, it may not even be possible.
328.
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by
nathants
3y ago
ff-only is the real git superpower. a linear, immutable, series of commits in the only branch that is suffered to exist. git, the good parts. it also pairs well with a simplified remote[1]. 1. https://github.com/nathants
329.
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by
nathants
3y ago
when i was implementing lsm hooks for mighty-snitch last year, i remember attempting the io_uring hooks but quickly gave up. the normal lsm hooks all do something well scoped, specific, and take meaningful parameters. the io_uring hooks tak
330.
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by
nathants
3y ago
lambda is great for three things: - scaling to zero for low use services - reliably managing other infrastructure, like pools of ec2 or ephemeral ec2 spot - getting 1000 cpu cores for 5 seconds to do latency sensitive data heavy lifting the
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