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Some people only browse global feeds and downvote stuff as if they’re trying to train the Netflix recommendation algorithm, completely ignoring the rules of the community it originates from
Cryptography nerd
Fediverse accounts;
Natanael@slrpnk.net (main)
Natanael@infosec.pub
Natanael@lemmy.zip
Lemmy moderation account: @TrustedThirdParty@infosec.pub - !crypto@infosec.pub
@Natanael_L@mastodon.social
Bluesky: natanael.bsky.social
Some people only browse global feeds and downvote stuff as if they’re trying to train the Netflix recommendation algorithm, completely ignoring the rules of the community it originates from
Hashing alone if it’s just usernames isn’t enough. Need something like keyed hashes, but then malicious servers can lie about numbers of votes.
Otherwise you need something ridiculously overengineered like public but encrypted logs of user actions and Zero-knowledge proofs of correctness mapping everything to a distinct existing user without revealing who it is.
As I mentioned in another post: for consistency is better to have each server count total votes from their own users, send a signed & timestamped message with the count to the host of the post being voted on. Then the host can display a consistent vote count to everybody that shows where votes are coming from without manipulation of external votes.
Each individual server can lie about its count, but not by too much or else it will be detected and the server can get defederated (or have its votes ignored).
Especially in federated networks where the data isn’t under access control, doubly so if the privacy extension is optional
If it’s a type of enemy you see just one of at a time but see it often, sure. If there’s many, cost of copy/delete is definitely not that high relatively speaking.
(random sidenote: in the first Mirror’s Edge game, you can sometimes hear enemies you passed scream as they fall when you pass from one part of a map to another, as the ground in the map is unloaded before the enemies unload)
If they literally don’t have an object delete option then relying on render distance to make it go away is a ridiculous but simple solution
Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.
Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.
Depends on optimization levels, data types, and whatnot. If it’s a string to be fed into the API of a different binary then the compiler will often not optimize down that representation. Internal function names are likely to be optimized that way, with lookup tables holding original function names (at least for any externally exposed function).
Hard to kill zombie process
The postage stamp asked strangers to lick its behind!
Basically yes.
The heckler’s veto is not freedom.
There are a lot of groups which coordinate spreading of lies to shout down others and deter others from contributing, firehose of falsehood style, and allowing that does not contribute to free speech. It does not support sharing facts, it doesn’t support healthy conversation, it doesn’t help anybody learn or discover the truth. Allowing conspiracy theories and nonsense like that is a net negative.
You need moderators who are focused on making sure people feel free to join in good faith.
One Rich Asshole Called Larry Ellison.
Kinda - the dev team was external and had already started the project when Twitter offered funding for an open protocol based version of Twitter, and selected the current team to do it (so Jack could avoid moderation duties, lol)
As long as these types pay attention to what the scientists tell them and explain it to others accurately, they’re helpful