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Cake day: October 4th, 2023

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  • Yeah, trying to blacklist everything you don’t like seems like an endless game of whack-a-mole. Easier to just whitelist what you want.

    EDIT: Another reason to subscribe is that you will only see traffic from a remote community on All if at least one person on your home instance has subscribed to it. So if you just browse All, you may never see some stuff at all, and if all the people subscribed to a community unsubscribe and the community isn’t on your home instance, you’ll stop seeing new material from it. If you subscribe, then it’ll show up and keep showing up.





  • I don’t hate it. It’s technically interesting.

    But I do see a lot of people applying it to things that really don’t need it. I think a lot of people saw Bitcoin and decided “I’m going to go make something that uses blockchains”. That’s a solution-in-search-of-a-problem, whereas you probably want to start with a problem and then look for technology that solves the problem.

    I don’t think that blockchains are a very practical solution for all that many problems.


  • If you’re interested in home automation, I think that there’s a reasonable argument for running it on separate hardware. Not much by way of hardware requirements, but you don’t want to take it down, especially if it’s doing things like lighting control.

    Same sort of idea for some data-logging systems, like weather stations or ADS-B receivers.

    Other than that, though, I’d probably avoid running an extra system just because I have hardware. More power usage, heat, and maintenance.

    EDIT: Maybe hook it up to a power management device, if you don’t have that set up, so that you can power-cycle your other hardware remotely.




  • tal@lemmy.todaytoxkcd@lemmy.worldxkcd #3013: Kedging Cannon
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    19 days ago

    You don’t sail directly upwind; sailboats can’t do that. You sail at an angle to the wind.

    EDIT:

    https://en.wikipedia.org/wiki/Tacking_(sailing)

    Sails are limited in how close to the direction of the wind they can power a sailing craft. The area towards the wind defining those limits is called the “no-sail zone”. To travel towards a destination that is within the no-sail zone, a craft must perform a series of zig-zag maneuvers in that direction, maintaining a course to the right or the left that allows the sail(s) to generate power. Each such course is a “tack”. The act of transitioning from one tack to the other is called “tacking” or “coming about”. Sailing on a series of courses that are close to the craft’s windward limitation (close-hauled) is called “beating to windward”.






  • I want to understand if it is possible to use WiFi just like a radio to broadcast data, without actually connecting.

    Yes, at least some WiFi adapters can. Software used to attack WiFi connections, like aircrack, does this by listening and logging (encrypted) packets without authenticating to the access point, and then attempting to determine an encryption key. You can just send unencrypted traffic the way you do today, and software could theoretically receive it.

    However, this probably won’t provide any great benefit. That is, as far as I know, just being connected to a WiFi access point shouldn’t generate much traffic, so you could have a very large number of computers authenticated to the WiFi access point – just set it not to use a password – without any real drawback relative to having the same machines snooping on unencrypted traffic.

    WiFi adapters cannot listen to multiple frequencies concurrently (well, unless things have changed recently), so it won’t let you easily receive data from more access points simultaneously, if you’re thinking of having them all send data simultaneously.


  • I really like it, but I will warn that the learning curve is not shallow, and this is exacerbated by the fact that the game keeps changing and being rebalanced, so strategies change a lot over time.

    Also, there used to be a (seriously out of date) wiki that a fan ran, but that went down a few months back, so it makes the curve even steeper.

    When I first started playing, many years back, recreational drugs were a fantastic tool, because they provided tremendous stat bonuses. Those got nerfed; there are stat bonuses and reasons that you might want to take a stimulant or depressant or maybe stay awake, but drugs aren’t magical enhancers any more, work more like in real life.

    There was an era when unarmed combat was really powerful – unreasonably so. I personally enjoy playing unarmed characters, and you can still do it, but it’s a lot more like trying to play unarmed in a real-life apocalypse – not easy.

    Fighting basic zombies changed a lot, making crowds much more dangerous, when they got the ability to do things like grab someone and prevent dodging when grabbed, when the number of attacks one could dodge was capped outside certain (weapon and unarmed) martial arts forms bonuses, and got the ability to do things like have the collective mass of a crowd of zombies pushing against a wall push things over.

    Food used to be a serious problem; now I don’t find it to be particularly an issue.

    And there’s a lot of unintuitive stuff. In almost all games with zombies, night is the enemy. But for most types of builds in Cataclysm: Dark Days Ahead, night is your friend, especially in the early game. Yes, it hides zombies. But it also hides you and aside from their sense of smell, for most zombie types, your senses are superior to theirs at night, and it’s more critical to not run into crowds of them at night). So doing night raids on towns for supplies is generally a good idea.

    There are a ton of stats, and a lot of them are hidden, and a lot of complicated mechanics, like multiple items in one slot (e.g. multiple items on a given layer on a given body part having an encumbrance penalty over the normal impact).

    So it has an extremely ungentle learning curve. But…you also won’t run out of stuff to play with for a long, long time in that game. Can modify clothing items, like Kevlar or fur-line clothing. Firearm recoil is modeled. Can follow various mutation trees and “break threshold” in one tree, get more powerful mutations in one (be a humanoid feline or a tree-like critter that can feed on sunlight). Fat reserves. You can have tank treads on a vehicle, stick solar panels on the roof of a building and then wire the walls down to a subterranean base and set up lighting and dig a well, hack into robots to control them (or in some cases, use relevant credentials, like military or police), start wildfires, join forces with alien species trying to wipe out humanity, mount a tank gun on vehicles and blow through walls, reach the sea and board an aircraft carrier, auto-drive vehicles around the highway system…Caves of Qud (also a good game, considerably simpler) might have some degree of comparability in the number of ways in which you can interact with the world, though it has far fewer mechanics and amount of stuff.

    One way I see people often recommend to come up to speed is to watch a streamer. This is not how I came up to speed, so I don’t know if I can recommend this personally, but it clearly works for some, and it does teach you some strategies that work with current builds.

    Vormithrax is a popular streamer:

    https://youtube.com/c/vormithrax

    There’s a subreddit which has a fair bit of activity:

    https://old.reddit.com/r/cataclysmdda/

    And a Threadiverse community that doesn’t have much activity (well, yet!):

    [email protected]



  • Well, GOG sells a lot of commercial games and doesn’t require online connectivity for anything marked as “DRM free”. Tend to be older. Once you download it, no link to the service required.

    I think that all the – be they free or commercial – games on itch.io don’t require signing up for a service, unless the game itself has some sort of service. I don’t have specific recommendations there, though.

    Games bundled in a Linux distro won’t require a service.

    There are open-source games.

    I personally like Cataclysm: Dark Days Ahead, which is a very deep open-world roguelike set in a post-apocalyptic world with zombies. Steep learning curve, as a warning, but you can do all sorts of stuff. NPCs, build bases and set up electrical power, build ground vehicles, boats, and rotary-wing craft. Vehicles can carry other vehicles, can have video cameras, turrets, armor, various sorts of lights, rams and other melee weaponry. Bionics, mutations, skills, farming, crafting, quests, music and sound packs, graphical tiles. Martial arts. Contains probably more real-world firearms than any other game I know of, does stuff like multiple optics, various stock and handle modifications, powder fouling. Moddable melee weapons. Artifacts. Mods to add spells, psionics, and various magic items. Traps and static defenses. Cooking, brewing, drugs, alcohol, various types of clothing. Explosives. Waifu body pillows. Regional weather simulation. Heating and cooling. Lovecraftian stuff. Radiation. Remote-controlled vehicles. Senses including smell, hearing with temporary and permanent impairment modeling, infrared, vision to see magnetic fields, light-amplification optics, eye dilation simulation when entering different light levels. Vehicle-mounted battery chargers, kitchenettes, water tanks, rainwater collection systems, water purification systems. Radios. Various factions of enemies, some of which fight each other. Bandits. Lockpicking, teleportation, various types of diseases, parasitic and fungal infections, various types of poisoning. Hacking. Furniture. Various types of psychological conditions. Gasses, gills, skates, broken limbs, stances, folding bicycles, body part level encumbrance, container size maximums (including modeling things like mesh bags that can’t contain small items and waterproof containers that protect things that are destroyed by immersion in liquid), pockets in clothing, various types of holsters and sheaths that can be worn on various places on the body. Pain, guilt, cannibalism, music. It’s got a lot of stuff. There’s a build on Steam now pre-set up with graphics and sound if you want to donate, but you can also just download the builds from the dev site for free. Has mobile builds, but I think that it really benefits from the computational power of a PC, as well as a keyboard.

    Dwarf Fortress also has a steep learning curve, is a colony simulator. Not open source, but free, also deep, many hours you can spend there.

    Shattered Pixel Dungeon is an open source roguelike, relatively shallow learning curve. Really aimed at touchscreen devices like smartphones, but has computer builds, has support for keys and stuff. See [email protected].

    Mindustry is an open-source factory automation game in the vein of Factorio. Works on mobile or PC platforms.

    I’ve only played Unciv on smartphone, but apparently it also has PC builds. It’s an open-source reimplementation of Civilization V, sans all the pretty graphics and animation and music and such. One of the deeper games I think you can get on a phone.

    Someone else mentioned Minecraft. I think that that requires an account with the service these days, though Luanti – until recently known as Minetest – is a similar, open-source project that does not.

    Dungeon Crawl: Stone Soup is a tough roguelike known for being well-balanced, with the devs stripping out unnecessary stuff and streamlining it. I don’t play it much these days, but I’ve enjoyed it in the past.

    Endless Sky is an open-source clone of Escape Velocity for the classic Mac, a 2D space exploration, fighting, and trading game. I don’t play it much, but I think that it’s worth a look if you’ve never played it.

    Battle for Wesnoth is an open-source tactical hex-grid game. Characters can level up and gain abilities. Can be played on mobile OSes, though I think that it really benefits from a mouse.

    I am not personally all that into OpenTTD, an open-source game based on Transport Tycoon Deluxe, but I have played it and have seen many people who are super-into-it.

    I’ve played and enjoyed the open-source 0 A.D., some time back, but last I played it, it had a bunch of work still to be done. An Age of Empires clone.

    There are a handful of open-source RTS Total Annihilation-inspired games based on the open-source Spring engine, like Beyond All Reason.


  • You can broadcast to everyone connected to a WiFi network. That’s just an Ethernet network, and there’s a broadcast address on Ethernet.

    Typically, WiFi routers aren’t set up to route broadcasts elsewhere, but with the right software, like OpenWRT, a very small Linux distribution, you can bridge them to other Ethernet networks if you want.

    Internet Protocol also has its own broadcast address, and in theory you can try to send a packet to everyone on the Internet (255.255.255.255), but nobody will have their IP routers set up to forward that packet very far, because there’s no good reason for it and someone would go and try to abuse it to flood the network. But if everyone wanted to, they could.

    I don’t know if it’s what you’re thinking of, but there are some projects to link together multiple WiFi access points over wireless, called a wireless mesh network. It’s generally not as preferable as linking the access points with cable, but as long as all the nodes can see each other, any device on the network can talk to others, no physical wires. I would assume that on those, Ethernet broadcasts and IP broadcast packets are probably set up to be forwarded to all devices. So in theory, sure.

    The real issue with broadcast on the Internet isn’t that it’s impossible to do. It’s just that unlike with TV, there’s no reason to send a packet to everyone over a wide area. Nobody cares about that traffic, and it floods devices that don’t care about it. So normally, the most you’ll see is some kind of multicast, where devices ask that they receive packets from a given sender, subscribe to them, and then the network hardware handles the one-to-many transmission in a sort of star architecture.

    You can also do multicast at the IP level today, just as long as the devices are set up for it.

    If there were very great demand for that today, say, something like Twitch TV or another live-streaming system being 70% of Internet traffic the way BitTorrent was at one point, I expect that network operators would look into multicast options again. But as it is, I think that the real problem is that the gains just aren’t worth bothering with versus unicast.

    kagis

    Today, looks like video is something like that much of Internet traffic, but it’s stuff like Netflix and YouTube, which is pretty much all video on demand, not a live stream of video. People aren’t watching the network at the same time. So no call for broadcast or multicast there.

    If you could find something that a very high proportion of devices wanted at about the same time, like an operating system update if a high proportion of devices used the same OS, you could maybe multicast that, maybe with some redundant information using forward error correction so that devices that miss a packet or two can still get the update, and ones that still need more data using unicast to get the remaining data. But as it stands, just not enough data being pushed in that form to be incredibly interesting bothering with.