@oblomov@TomF@aeva those bindings show me that the standard for copying is not copy&past but cut&paste. Same on plan 9: copy is a cut followed by an immediate paste.
Allowing '..' (dot dot) in a path was a mistake and removing it would solve more security problems than using memory safe languages
Now that I have your attention
In security we keep hearing about memory safety and how we just need to stop using C and how it fill fix a lot of problems
This is true, but next time read about getting rid of C, I want you to think about removing .. from being supported. It's an easier problem to wrap our heads around, possibly more useful, and probably easier to do
@utterfiction@joshbressers on plan 9, programs like web servers do bind the to-sandbox directory to / within the program. Then the relative paths are the absolute paths automatically, and .. can't break out of the sandbox path. It's actually quite easy to do that if you don't need access to files outside the sandbox directory (you can still find a way around that within your program, but that depends on the program flow)
I wonder if someone ever analyzed the "mobile cost" (bandwidth, battery usage, ...) of messengers like #WhatsApp/ #Signal/ #Telegram, chat systems like #IRC, and maybe even more "exotic" chat systems like #mail, @delta -chat, #fedi?
I've been experimenting with using a fast approximate voronoi diagram rendering technique as a point cloud renderer. This is a voronoi diagram with a million cells :3
Serious question - are there any#GameDev people out here using USD? What do you use it for?
So many folks pushing the universal scene description standard but I can't think of even a single use for it.
glTF 2.0 seems a much better standard to me - it's what I've moved to exclusively.
(I know they're for different use cases - but USD as "an entire scene" is better handled by your engine's native map/level format)
@Longplay_Games though some companies started using UE, like cdpr. It's just too many expectations nowadays, so you have to invest decades of time or expect your own people to work for inhumane hours and weekends (talking about AAA+, not indies)
@Longplay_Games afaik there are a few very solid pipeline systems like omniverse that some huge companies use. Probably mostly companies that have a single team for levels and another team to manage that everything comes together (some engines aren't that good at editing, some even lack an editor completely). But I never really met a single person who uses usd, but I can ask a more experienced colleague who might have used it in the past.
@Longplay_Games in that league, mostly their own engines. There are some public presentations with screenshots and stuff, if you want to invest the time to identify software, but you can probably just google. Bethesda is still using creationkit, afaik, and why not if they are the masters of using it...
@Longplay_Games I was also talking about games. Think of different engines with bad editors, because they focus on just good engines. Maybe someone like naughty dog or ubisoft
Sounds like a bad joke joke but the EU governing council wants to once again legislate #chatcontrol for it's 350 million citizens. According to @echo_pbreyer (EU parlamentarian) the legislation wants to force messengers to prevent users from sending images or videos unless they agree them to be scanned, AI-analyzed and potentially reported to police. They apparently want to bring it up for a council vote in two days and get it through parliament in June. German link https://www.patrick-breyer.de/lass-dich-ueberwachen-eu-rat-will-sich-auf-chatkontrolle-mit-zustimmung-der-nutzer-einigen/
@delta@delegatevoid@echo_pbreyer begs the question what happens if I have a messenger that just sends media as text messages, base64 encoded, and a client (plugin?) that detects those and decodes them back to visible media. Does that count as text then, which doesn't need to be analyzed?
@gamingonlinux I can recommend Sable. It's a cute exploration game and the first game in years that I enjoyed playing for quite some time. It has some bad performance, sadly (at least on ps5), but it's still a great game!
@sbseltzer Just yesterday I found another weirdness in #Unreal#Unreal5. The controller SetMoveInputIgnored(bool) is not a setter, but a stack, kinda. For example, you can call it with "true" two times, then with "false" a single time, but move input will still be ignored. Quite neat, but you have to know that and the name is misleading
I don't like that #github encourages people to fork(!) repos although they only want to download/clone it. If you never plan to contribute to that repo, why not just star and clone it?
I really hate the trend that #documentation is no longer written but the details are in video #tutorials, especially in #gamedev. I want to READ documentation, with graphics and explanation. On long pages with varying degrees of details. Not some obscure 50min video where I can find the missing piece of information in a single frame at minute 34. #unreal#ue5
@ben I guess I would just use a normal distributed randomness and adjust the success threshold depending on the situation. Like, start with a true 50:50 rate, but increasingly shift towards 51:49 etc
@ben at some point I just started to only stand at work. So I began to only sit after work and during breaks. It's not perfect for my feet (they feel a bit "thick" in the evening), but my fitness has improved and I feel more agile in general. Plus, I can't imagine working in an office anymore, because I don't want to sit the whole day
Again, thinking about writing a full 3d game engine in C, but the only C I really like is Plan 9 C and we have no gpu support... (And I don't like software 3d rendering) #plan9#9front#gamedev