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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/)AK
Posts
4
Comments
451
Joined
2 yr. ago

  • To execute more than one process, you need to explicitly bring along some supervisor or use a more compicated entrypoint script that orchestrates this. But most container images have a simple entrypoint pointing to a single binary (or at most running a script to do some filesystem/permission setup and then run a single process).

    Containers running multiple processes are possible, but hard to pull off and therefore rarely used.

    What you likely think of are the files included in the images. Sure, some images bring more libs and executables along. But they are not started and/or running in the background (unless you explicitly start them as the entrypoint or using for example docker exec).

  • The point with an external drive is fine (I did that on my RPi as well), but the point with performance overhead due to containers is incorrect. The processes in the container run directly on the host. You even see the processes in ps. They are simply confined using cgroups to be isolated to different degrees.

  • If the application in question doesn't need to write anything, it also doesn't write outside of docker, so it also won't wear down the SD card.

    If the app has to write something, a fully read-only container will simply not work (the app will crash or fail otherwise).

  • Could have guessed as much. Bullshit propaganda that could be debunked with an ounce of critical thinking. But people who defend that shit are probably too dumb anyway.

    Ironically there is likely a large overlap between these people and people who deny covid, climate change etc with "tHiNk CrItIcAlLy".

  • That aside: the easier it is for good guys to get a gun, the easier it is for bad guys too.

    And: where does that idea of a good guy stopping a bad guy come from even? If the bad guy is the better shoot, he still wins the fight. If he catches the good guy by surprise (which is likely given that bad acts are an action and not a reaction), he also has the upper hand.

    So more guns solves exactly nothing, it only increases risks everywhere.

  • Remember that there were also big campaigns against tape recorders and VCR. They even managed to get VCR vendors to implement a feature that prevents users from skipping ads. So it's not like it's simply legal, the media corps were just not as successful in their lobbying as they are today.

  • If a significant amount of people "misunderstood" you, it's not their fault, but yours for not clearly communicating or not tailoring your communication for the target audience.

    Same here: if people play the game "wrong", you didn't design it properly and/or marketed it completely wrong.

    Sure, there will always be "dumb" (or too clever) individuals who you simply can't properly address and satisfy, but if the group is large enough to be loud, you failed your job.

  • I don't blame the engine. There are other studios out there with custom engines that evolved over time. Also Creation Engine evolved a lot.

    That they work with many connected scenes instead of a continuous world also has advantages ... it allows them to easily change the "world" between scenes by simply linking you "back" to a different scene (for example city under siege which before the dialog was not under siege). It's how they work. They could do the same shit with Unreal if they wanted to and if they believe this kind of game design is the only feasible for their story telling, they would shove it into another engine as well.

    I also don't think the game feels "old". I do think it feels like it is conceptionally unfinished. They had many ideas and you can see a lot of different systems in the game (space fights, planets with different biomes, ship building, base building, and so on and so forth). Each of these systems in itself has some kind of concept, but all these systems together are missing a clear concept, IMO.

    From what I know, game dev typically works in modules that get thrown together. And this also seems to be the case here. However the "big picture" wasn't refined or they realized that it needs a ton of small adjustments all over the place (conceptionally AND technically) to make sense of it and it looks like they were not able to deal with the complexity of that.

    As a result we have a game that is okayish. It tells some stories, and offers a lot of content, but it feels not nearly as stunning as it should have and it's not on a single front ground breaking.