Cryptography nerd

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Natanael@infosec.pub
Natanael@lemmy.zip

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@Natanael_L@mastodon.social

Bluesky: natanael.bsky.social

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Joined 1 month ago
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Cake day: January 18th, 2025

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  • The steam controller didn’t really fail, but the patent fight was a mess that took way too long (much too late disqualified patent over paddle buttons). That sucked a lot of energy out of the project. Don’t forget the steam deck kept those touch pads (although with a different design)!

    Steam Link IMHO also wasn’t bad, but there didn’t seem to be much interest in it then. (interestingly enough I think it could be recreated today in a Chromecast-like form factor)

    Stream machines was definitely a big mess however, there just wasn’t enough interest, too limited compatibility, the machines just wasn’t versatile enough for average Joe to pay for one.


  • Natanael@infosec.pubtolinuxmemes@lemmy.worldWhats his problem?
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    7 days ago

    “yes”? He’s definitely not building any significant fraction himself, but if he didn’t care for these things he wouldn’t let the company put so much resources into them.

    Credit for the things built goes to the people building them. Credit for it being possible to build goes to the people who founded and funded the teams



  • If it’s a type of enemy you see just one of at a time but see it often, sure. If there’s many, cost of copy/delete is definitely not that high relatively speaking.

    (random sidenote: in the first Mirror’s Edge game, you can sometimes hear enemies you passed scream as they fall when you pass from one part of a map to another, as the ground in the map is unloaded before the enemies unload)



  • Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.

    Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.