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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/)DO
Posts
7
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192
Joined
2 yr. ago

  • As I said, it depends on how it's built. And how proprietqry the engine is.

    Unity from what I know supports universal code/mesh/texture formats, but if the devs opted for the "easier to use" proprietary systems- well, that's a problem.

    Now what I don't know is how easy are scenes to export in Unity. They're probably built with Blender or something else though in most cases, unless Unity has drastically changed.

  • I mean it's easy to reimplement entire games if you've built it modularly. Just swap your core game logic to run on another library and the game works the same it did before.

    Edit: 'course, exceptions exist like if you wrote everything using their proprietary coding language, instead of using something universal.

    Edit 2: It MAY still be possible that a translation/compiler exists that'll run as a plugin in a proprietary engine, and converts it into something universal.

  • Hashing on client side is both more private, and secure. All the user ever submits is a combined hash (auth/pubkey) of their username + password.

    If the server has that hash? Check the DB if it requires 2FA, and if the user sent a challenge response. If not, fail the login.

    Registering is pretty much the same. User submits hash, server checks DB against it, fail if exists.

    Edit: If data is also encrypted properly in the DB, it doesn't even matter if the entire DB is completely public, leaked, or secured on their own servers.

  • Argon2 is the best (secure) crypto currently.

    That said, adoption is slow, Bitwarden only recently implemented it for example.

    That said, due to Argon2 being security-oriented, the recommended settings for it are pretty heavy.

  • Your password could also just be a long, unique sentence, without any excessive special characters. Maybe even a poem.

    Like "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vestibulum eu leo eu nibh efficitur viverra. Integer lacinia tortor est, quis aliquet tortor varius sed. Sed dapibus vel turpis at suscipit. Nulla consequat orci in nibh dapibus sodales. Phasellus at arcu ac dolor suscipit pretium. Curabitur sit amet justo sit amet ipsum scelerisque accumsan ac ac nulla. Nullam accumsan lorem sagittis iaculis varius. Nullam convallis nisi ante, id congue diam tincidunt vel. Aliquam sed iaculis mauris. Nam leo nisi, consequat sed sodales non, tempor vel ante. Nunc eleifend vulputate turpis bibendum bibendum. Morbi nec massa in mi sagittis lacinia id ut metus. Maecenas gravida mi vitae lorem laoreet sagittis. "

    That's alot of common characters and words; yet, it'll take centuries to crack.

  • That's a misunderstanding of DDoS. 0 byte packets are actually worse than large packets.

    Which is why most DDoS (at least was) is extremely slow 0 byte requests until the server throttles/crashes under the number of requests.

    E: Consider this. Are you more likely to throttle a bandwidth of terabytes/petabytes with couple million 1gb requests; or break it entirely by sending >4294967295 0 byte requests that effectively never stop being requested from the server?