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Joined 2 years ago
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Cake day: July 16th, 2023

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  • Yup. Even assuming this would actually work as advertised, who would actually buy this over a regular printer?

    Like, how often do you run into a situation where you need something 3D-printed while on the go, but simultaneously have enough free time to set this thing up in a protected area and wait a long time for the print to finish? Not to mention that you just happen to have brought with you the proper filament as well.

    Furthermore, this thing…:

    • … doesn’t look like it holds regular spools.
    • … looks like a repairability nightmare.
    • … would surely be sold at a premium while being worse at everything except portability.








  • Why did somebody actively edit out her name?

    In this case it was most likely she herself. The original black and white comic has the name, but the colorized version was most likely been taken from her shop (link), which doesn’t feature the name.

    I’m however impressed by how utterly the person copying the picture messed up the picture. Not only is the crop completely awful, but they also tried to “restore” the comic by giving it a digital look, over-saturating everything in the process, including the JPEG artifacts of the original photo.


  • Year-based version numbers are pretty neat IMO, particularly for applications. Not only can you quickly estimate how up-to-date any particular application is, it also avoids the version number racing problem between competing applications, because some people equate lower version numbers with a less developed application.

    For programming libraries though semantic versioning is still the good ol’ reliable.



  • I think the way to go about detecting cheats server-side would be primarily driven by statistics. For example, to counter wallhacks one might track how often a player is already targeting an enemy before they become visible. Or to counter aimbots one could check for humanly impossible amounts of changes in the direction of mouse movement, somewhat similar to how the community found out a bunch of cheaters using slowmo in Trackmania.

    Add in a reputation system that actually requires a good amount of playtime to be put into the highest tier of trust for matchmaking and I think one could have a pretty solid system that wouldn’t have to rely on client-side anticheat at all.




  • Aside from better server side detection, which is I agree is severely underdeveloped, I’d say that the next big step should be a much bigger reliance on reputation-based matchmaking, ideally across games. It would need to be built in a way that’s not abusable by devs or trolls and should be as privacy-respecting as much as possible (as in, not having to validate with your ID South-Korean style), which isn’t an easy task. Working properly however, it would keep honest players from seeing any cheaters at all with no client-side anticheat required at all, which would be nice.