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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)TH
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  • Bij elke krans wordt gezegd "van de tweede wereldoorlog of hierna".

    Ook het verhaal van die Nederlandse millitair die sneuvelde door een bermbom in Afghanistan ging ook niet over wo2.

    Er is nog geen enkele oorlog (gelukkig) gekomen die op de schaal was van wo2 maar die worden ook official herdacht. (Zoals Afghanistan)

    Het argument zou zijn is dat we een alleen burgers en militairen van het koninkrijk herdenken.

  • Reliability and defense systems, lets say you need 100 warheads for credible deterrence.

    Your missiles have a success rate of 80% so no you need 120. The enemy defenses shoot down 50% so now you need 240.

    So to guarantee the 100 warhead deterrence you already need 240 warheads, and this number only increases further.

  • I do think some of these limitations can be resolved. But it indeed poses a big challenge. You can go to big lenghts with server occlusion checking to prevent wall hacks but under zero trust any game with directional sound already has build in wallhacks.

    I mostly speak from experience with my developing my own game which is not an FPS. Previously the client would send "i build on this position". Which could very easily be abused. Which I then changed to "i build with this angle and this distance from the previous node" the client would then already show the newly constructed "ghost" node while the server would check if that construction is valid and then send the real position to all clients. The only thing a player would notice is that with high ping the constructed node would move slightly as it got the definitive position from the server. While being significantly more cheater proof.

    I suppose im biased towards this kind of thinking since im not working on a FPS game, what for me might be a simple change is a massive undertaking for other genres.

  • I already edited it to infamously anyways thats what comes to my mind at first when i think of chlorine.

    And how would i propose we do this? By living in a country that already does it. Here is the page of my local water provider:

    https://www.evides.nl/uw-drinkwater/productieproces/de-zuiveringsprocessen

    Daarna maken we het water bacteriologisch betrouwbaar: de hoofddesinfectie. Dit gebeurt door middel van ultraviolet licht (UV).

    Then we make the water bacteriologically reliable: the main disinfection. This is done by means of ultraviolet light (UV).

    So on whatever way the Netherlands does it seems to work out.

    Being used to this type of water when i go on vacation it really smells like im drinking swimming pool water.

  • I do think there is quite an obvious solution that game developers dont yet realize.

    The client is always compromised

    Instead of relying on increasingly invasine client side anti cheat, with a zero trust mentality it doesn't matter how many cheats the client has installed.

    Ofcourse this is't easy to do, but its the only thing that actually works, client side anti cheat will always be broken.