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Joined 2 years ago
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Cake day: July 10th, 2023

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  • Yeah that’s basically why I didn’t pull it out as an option in the first place, it’s not always practical. A lot of your proprietary code is going to be external dependencies linked/built against, or your own IP reused from the last project. But not all of it, and I can definitely see that smaller chunk causing a lot of problems.

    You need a team that does a lot of dependency management and similar things well while building it, that don’t actually help them get the game out faster, to keep the problem manageable. Or a team who specialize in open sourcing games like this, which could become a thing if this was more commonplace.


  • The one MMO I’ve meaningfully played, RuneScape, has open source replicas of its server from different points in time, that the community has made. I’m not gonna pretend it’s zero work, but a developer with the source code absolutely could do these things. It also doesn’t need to be perfectly compatible with the original one, you can replace a complex DB backend with something standard and less performant. Only runs on Linux, or MS Server 2k8? The community of people who care will figure it out.

    Maybe a source code release would be preferable in this kind of option. EA just did this with a few Command and Conquer games.




  • The way Java is practically written, most of the overhead (read: inefficient slowdown) happens on load time, rather than in the middle of execution. The amount of speedup in hardware since the early 2000s has also definitely made programmers less worried about smaller inefficiencies.

    Languages like Python or JavaScript have a lot more overhead while they’re running, and are less well-suited to running a server that needs to respond quickly, but certainly can do the job well enough, if a bit worse compared to something like Java/C++/Rust. I suspect this is basically what they meant by Java being well-suited.



  • nfh@lemmy.worldtoTechnology@lemmy.world*Permanently Deleted*
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    2 months ago

    There’s an important distinction here: “is a good idea” is not “is the right way to do it”. You can also keep kids off of dating apps by banning dating apps, banning children from the Internet, or even just banning children. All of those are horrible solutions, but they achieve the goal.

    The goal should be to balance protecting kids with minimizing collateral damage. Forcing adults to hand over significant amounts of private data to prove their identity has the same basic fault as the hyperbolic examples, that it disregards the collateral damage side of the equation.


  • nfh@lemmy.worldtoTechnology@lemmy.world*Permanently Deleted*
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    2 months ago

    It’s all about the implementation. The Washington bill is treating diet products as similar to alcohol (check ID in-store and on delivery), which seems fine to me.

    The NY law seems to be suggesting that dating app services need to collect (and possibly retain) sensitive information on people, like identification, location data. That’s troubling to me.



  • I think I basically agree with you and the author here. People applying technology have a responsibility to apply it in ways that are constructive, not harmful. Technology is a force multiplier, in that it makes it easy to achieve goals, in a value neutral sense.

    But way too many people are applying technology in evil ways, extracting value instead of creating it, making things worse rather than better. It’s an epidemic. Tech can make things better, and theoretically it should, but lately, it’s hard to say it has, on the net.



  • nfh@lemmy.worldtoRetroGaming@lemmy.worldI'm doing my part!
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    2 months ago

    Fax is commonly used at least in the US because it has regulatory recognition as a secure means of transferring information, it’s highly interoperable, and it doesn’t really have a successor that has caused the network effect to die out entirely.

    11% seems slightly higher than I’d expect, but not crazy. Contracts, medical records, interactions with the government are all good reasons to need to send or receive one occasionally. That about 1 in 10 households did last year? Makes some sense.