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And the company owners do not walk or have to deal with customers.
One notable software business professional interviewed by RBC thought that the West’s decision would “adversely affect the life of the developer community, mutual trust within it, and therefore the quality of the product.”
It was Russia and other autocracies etc. that diminished the trust by actually financing developers for multiple years to first earn trust and finally introduce backdoors into open source software, as demonstrated by the XZ utils backdoor.
In open source projects, maintainers need to have some initial trust into each contributor, and let this trust naturally grow with time and contributions. They cannot perform intensive background checks on everyone before accepting a patch.
While it is easier to uncover backdoors in open source software, there is no good way to defend and prevent against this kind of attack in this type of development process. All open source projects can do is trying to take away some trust from people within higher risk groups. This of course might lead to discrimination.
I have nothing against any meta search engine, they are very useful, and I use them primarily as well.
However, they are not a true alternative, because they depend on third-party services. The same as Invidious is a very useful, but also not an alternative to YouTube itself, just a different user interface.
The best “server-side” anti cheat mechanisms online is streaming the game, and I am sure that eventually some talented developers are able to even write some aim bot (or more) for that.
Competitive games need a fully controlled environment. Doing it online with random unknown people should not be taken as serious as they currently do.
Alot about video games is not standardized. To be competitive all players should have the same hardware, internet connection, etc. So that it is actually individual skill that is measured, not just the size of players wallet.
But even then, developing skill takes alot of practice and time, which also, in our current system, can be converted into money. There just is no fair competition here anyway. Still many people believe in meritocracies…
Tesla’s CEO; The Inspiration For Tony Spark
Elon “Baby-Brain” Musk as the inspiration of “Tony Spark” the cheap knock-off Tony Stark.
Well, you and I just have a different understanding of “search engine” then. For me a search engine is something that doesn’t forward queries to third parties.
Which other trustworthy search engines are there? And I don’t mean some different frontend or a meta search engine like ddg, sp, kagi, searx(ng), etc… that mostly just use googles, bings or even yandex and beidu results?
Ages ago I configured and hosted yacy for myself, but that was a different time… Are there any real alternatives? With mayor internet companies like cloudflare, social media sites and many others restricting the access to the net and information, searching becomes more and more impossible if you aren’t a huge corporation…
The problem is EAs business model for this game. It is free to pay, so EA need to extract money otherwise. They introduce some gamified resource collection and crafting with exponentially rising costs, etc. And hope that gamers circumvent that by buying stuff with real money. Now players don’t all want or can’t do that, and look for alternative solutions.
So EAs business model drives people to cheat. To cheat them primarily and other players secondarily.
And because of their business model, they cannot solve the cheating between players by giving them dedicated servers or just let them P2P match, because they would loose control over them and their ability to extract more money.
Together with secure boot and your own signing keys, it could be a good way to en/decrypt the a dm-verity secured read-only rootfs. But for the home partition I would probably still want to enter my own decryption key, maybe via systemd-homed. From there you can update the kernel/initramfs and read-only rootfs image and sign them for the next boot.
This is complicated to set up. Otherwise maybe use TPM as a 2FA, so you still have to enter a pin?
Also called bikeshedding.
So that means they are just supporting it as long as it is easy to do, and that they are not brave enough to fork chromium.
The only way I ever used passkeys is with bitwarden, and there you are sharing them between all bitwarden clients.
From my very limited experience, pass key allows to login faster and more reliable compared to letting bitwarden enter passwords and 2fa keys into the forms, but I still have the password and 2fa key stored in bitwarden as a backup in case passkey breaks.
To me, hardware tokens or passkeys are not there to replace passwords, but to offer a faster and more convenient login alternative. I do not want to rely on specific hardware (hardware token, mobile phone, etc.), because those can get stolen or lost.
I am thinking of OpenMW for instance. Through reverse engineering, they where able to create an open source engine that runs the game with modern features. You still have to own those games in order to play the original levels/content.
Sure for games, which are game mechanic driven there is difficulty in separating if from the content, but in many content heavy games, it is more about the world, explorations, the story, characters etc, than the just the runtime, rendering, physics etc.
In many games the big chunks of the engine is sort of source available already, because they are written in a scripting or managed language (.Net or Java).
Making the stuff that isn’t written in such a language available to the player as well, would be great. Because that would lessen the reverse engineering burden of modders. And the next step would be to open source parts of it.
The reasons for this are the same for many commercial products to use open source lower levels of their software stack and open source their common code as well. Improving your own product by cooperating with others would be great in gaming as well.
Sure, depends on the engine, but very often there is a “scripting” part, be it quests, dialog, etc. and the where those scripting functions/library and language is implemented. The first are part of content, while the latter is part of the engine.
Also games have data tables, where the individual value for each record are part of content and the implementation of what each attribute does is implemented in the engine or some specific scripting.
Engines tent to have a clear split, because different kind of developers have different processes, and engines are often reused for multiple games.
IMO, that means that the whole game would be sources available (for the end user), while the central engine is open source.
This is just somewhat of a wishful thinking, not a requirement or whatever.
And sure, game devs releasing an engine/game as open source after they are done with it, would be great too. But I like to dream big ;)
I think for many content heavy games, an open source engine and copyrighted content could work financially. Someone would still have to buy the game, but the game mechanics and platform support can be enhanced and engine bugs fixed by the community.
You where talking about “system wide AdGuard”, which is not the browser addon, but an app that uses DNS blocking, be it by either letting people set DNS servers manually, or automatically through VPN. Their VPN does not break TLS connection by inserting custom certificates and MITM proxies, so they cannot read/modifiy content.
It might be possible to use TLS breaking proxies for systemwide ad blocking, but even that wouldn’t help, because nowadays a lot of content and ads are loaded dynamically via javascript. So a browser is required to filter ads.
DNS ad blockers are not sufficient to block all ads and often overly broad. So they have much higher rate of false positives and negatives compared to in-browser ad blockers. Differentiating between ads and useful content based on domain names will become more and more difficult. Both might use some url from the same cloud provider, and blocking those breaks a lot of stuff.
I dislike the narrative that something is “unfixable”, everything is fixable if there is a will to do so.
I don’t know why game developers seem to have inhibitions of changing the game too much after release. For instance reworking and extending the main story in a game seems to be a big red line for them.
For instance I would have wished in Cyberpunk 2077 to actually play Vs introduction into Night City and the individual fixers myself, instead of just watching a cut scene. A DLC could have extended the start of the game a bit.
The same for Starfield, they could extend and improve the main story, characters and locations in an update, but seem hesitant to do so. Something like directors cut, that adds cut content as well as tons of side quests into the game.
If people still want to play the original game, they can make the extended story optional, like sleecting what version you want to play at the game start.
For bugs, they could work together with the community and the “unofficial patch” and engine fixer modders, instead just ignoring them. In Skyrim SSE for instance they still had many of the same bugs that Oldrim had and where fixed by thr community.
Bethesda could improve, and even fix their games, if they would decide to do so. Their DLC just doesn’t seem to be worth what they ask for, it could have been just part of a free update, so that some more people buy the base game.
From the two unsuccessful ban trials of the NPD, I do not have much hope of this one succeeding. Sadly.