

“But Minecraft already works on Wayl… oh…”
My name is Jess. I build and manage servers for both work and fun. I also occasionally make music.


“But Minecraft already works on Wayl… oh…”


I think you’re overthinking it. You don’t need to render every skin. You just need a box that’s the maximum bounds for that player model. Again, we’re talking really low poly wireframes.
These bounds are standardized across every client, so the server already knows this information.
Games already do this with hurt boxes.


But the server is the authority on player location. It can tell if a player is visible to another because it knows their locations (as well as any obfuscations) at any given instant. It doesn’t need to know what they’re going to do next until it gets that next input from the client.
Obviously calculating this requires more work on the server’s part, but in smaller competitive matches this is totally doable. We’re talking basic wireframe vectors.
EDIT: Yall are really starting to convince me to make a proof of concept for this, because I’m convinced it can be done.


You don’t even need Lutris if you have Steam. You can install it directly through Steam by adding the Blizzard Launcher as a non-Steam game.


It helps that StarCraft, while somewhat relying on speed, is much more about strategy, meta knowledge, and real-time adaptation when your plan isn’t working.
That’s not something you can easily script, even with LLMs. That’s why the bot players have to use cheats at higher difficulties, because decent players outsmart them pretty quickly.


You can absolutely configure Linux to spoof the hardware it reports to a program.
Cheaters will do anything but actually get good at the game.


Wall hacks, yes. See my other comment:
This is definitely solvable, though. The server can only send the client location updates of players they should be able to see.
If someone tried to wall hack, they’d only see the last known location before line of sight was broken.
Giving the client that data at all is like playing Battleship side-by-side and telling the player not to look at the other board.
Aimbots are much more complicated, because the client is the authority on player inputs. Even things like latency and mouse movement can be subtly randomized by cheats to appear less robotic.


This is definitely solvable, though. The server can only send the client location updates of players they should be able to see.
If someone tried to wall hack, they’d only see the last known location before line of sight was broken.
Giving the client that data at all is like playing Battleship side-by-side and telling the player not to look at the other board.


Now modern servers could dedicate each player their own CPU thread (except for maybe big battle royale servers).


Really? Tell me why.


I thought n’tsync was delayed because when I asked about the release, the devs said it’s gonna be May.


There is definitely some truth to this, but I suspect these numbers are inflated quite a bit by all the BS LLM-generated bug reports.


Sounds like you’ve been listening to Linux Unplugged, ha. Drive support is generally good in my experience. If you’re going to buy one for writing, then I’d also recommend one that can be flashed with Libredrive. That way you can also rip encrypted BluRays and store them without DRM.
I haven’t used burning software in a long time, but you may have issues getting them in a format that will just play back normally on players, especially if you put a bunch of movies on one disc. I think they need some sort of menu system, but maybe some burning software can build a rudimentary one? idk
Optical archival storage is tempting right now because of the price, though it definitely is more of an archival solution. Good for long term cold backups, but not great for any data that needs to change, even infrequently.


Yeah I’m thinking the request frequency was the issue rather than bandwidth.


Thanks! I haven’t tried that dashboard yet, I might give it a spin.


Nice stack! What’s the crab logo? I don’t recognize it.
Do you notice a massive increase in request latency (like 10x-50x) when using a CloudFlare tunnel vs connecting directly to your IP? I’ve experimented with it a few times, but it really negatively impacts QoS for me, especially with federated services (like Matrix) where there are lots of small requests.


High Resolution Timers aren’t even the most controversial HRT.
Yeah, that’s what I meant by “the manual”. Though I suppose the Linux community is the most likely to be flipping through a physical book to figure out their bash script.
“RTFM” (or similar comments like “it’s in the docs”) are just mean and useless without a reference.
Like, okay, superior user in the internet: If it’s in the manual/docs, what page? Do you have a link? Could you quote the relevant section?
Often people ask because they couldn’t find the answer in the docs. Simply pointing them at the answer is infinitely better than “lol the answer is in there somewhere”
See also: “Let me Google that for you…” Like mf Google brought me to this thread!
I don’t know why “banned” was your first conclusion, though you didn’t mention what image you uploaded and I’m afraid to ask.