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Joined 2 years ago
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Cake day: July 1st, 2023

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  • Great question, and one I’ve struggled with.

    I’m a big privacy advocate, and my personal devices and home network reflect that. Which really brings me to a difficult crossroads here.

    I don’t have a good answer for you right now, the best I have are the problems I’m trying to balance:

    • Anticheat: How do detect and build better detection for location spoofing? This, intrinsically, requires the recording of directly associated location data. And the collection of mass anonymized data in order to determine “what looks normal”, to spot abnormal (spoofing) behavior. How can I balance this against privacy concerns? It’s a rough one for sure.
      • This is the toughest one here. Likely I’ll need a combination of data retention periods and anonymization. At the very least sensitive data is separated from the rest of the game data, and is encrypted at rest. Likely there are clever protocols and solutions already out there I just don’t know about yet that can improve protections here.
    • Audit Logs: When a player performs an action that interacts with a location-based feature, where they where when that action was performed it is stored alongside the audit log of that action. This ties in closely with Anticheat, and also enables pattern matching to try and find oddities (exploits, cheating, bugs, and other problems).
      • Right now these stay around forever, and can be used to simulate the global game state at any point in the past (really REALLY useful for debugging problems, especially when you don’t have a good repro). Eventually such state should make granular rollbacks possible in case of exploits or rampant cheating. (A game where you have to physically go somewhere to capture a mine means rollbacks have a crazy high cost, making them granular is pretty important)
    • Analytics and Telemetry: Location data isn’t in use here right now. And I don’t see how it would be while also respecting privacy.

    Selling the data: 😂😂😂 I’d rather light my servers on fire than stoop to that level.


  • Hey that’s totally valid!

    I’m an avid player of Factorio and Dyson Sphere Project. Those really scratch the pure factory itch.

    I’m aiming to scratch a different itch here. Persistent empire building in competition with others over finite resources is an itch that’s REALLY hard to scratch. And that’s what I’m aiming for here.

    That sense that you have built something that feels more tangible than other games you’re accustomed to. There’s a real world element, you control something that someone else cannot, with that comes that empire building feeling I personally live, and want to build a game around.



  • I mean, that could be extreme, or really not that bad.

    Refactors have a way of generating a lot of changes. Half our job is code review, kind of have to get over it and go read some code.

    If someone put the effort in to write it, it’s your responsibility to put the effort in to read it and review it.

    If the style is difficult to read and non-standard for your repository or not. Conventional then your repository and your engineering team should be following set standards to ensure consistency.

    If you’re doing this then most PRS shouldn’t be that difficult to review.

    I say this, spending a decent part of my week reviewing something like 40+ PRs.











  • I’m familiar with them.

    These are projects sitting years, maybe even a decade, away from maturity. IF web standards and capabilities don’t change at all over the next 5-10 years.

    Hopefully that puts this into perspective. These are really cool projects, but without a massive influx of engineering effort and organization, they will likely be perpetually, hopelessly, behind the standard rate of change required of browsers. Nevermind meeting the current standards of performance, security, observability, ecosystem, user and developer experience.

    It’s always good to check in on these projects yearly, see how it’s going, see if they are accelerating or slowing down. Eventually one of them will take off, and potentially leech resources from other similar projects.


    Though, the nature of FOSS is that 1000 people will work on 200 different projects all trying to do the same thing, instead of combining and organizing efforts to go after the same unified goal.

    This isn’t really a statement of fault but rather a statement of reality. Without dedicated full-time organization, this is usually how scattered resources solve problems. Which is a core problem here in that dedicated organization to rapidly grow the engineering effort for a particular project usually requires funding and full-time employees. To both market it to engineers as an interesting project, mature documentation and DevX, mature the onboarding experience for devs, and to handle the organizational aspects of distributing said work.





  • Yeah, but they hold none of the actual real emotional needs complexities or nuances of real human connections.

    Which means these people become further and further disillusioned from the reality of human interaction. Making them social dangers over time.

    Just like how humans that lack critical thinking are dangers in a society where everyone is expected to make sound decisions. Humans who lack the ability to socially navigate or connect with other humans are dangerous in the society where humans are expected to socially stable.

    Obviously these people are not in good places in life. But AI is not going to make that better. It’s going to make it worse.