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Joined 1 year ago
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Cake day: June 14th, 2023

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  • Just a follow up to this.

    So I never ended up contacting O2 to say “please stop this”, I just used Wireguard to home and ignored it. Until the local Morrison’s wifi started doing the same thing but worse and I couldn’t event Wireguard round it.

    So I finally just bought a domain and setup my Apache to redirect the old duckdns to the new domain.

    So far this all seams to be working great.





  • The only code with timezones should be the bit squishy meat bags touch. Everything’s is should be UNIX time. Or it you are unfortunate enough to be on Windows, NT time.

    Some unfortunate programmers already have to deal with the speed of time not being a constant. In a distant future, timestamps might always have a universal position (and speed), and is that much different from timezones?

    Or we find some way of removing time distortion of physics. Find the universe’s real systick. 😃









  • That’s pretty neat. Game streaming isn’t that different. It basically loads the adjacent scene blocks ready for you to wonder in that direction. Some load in LOD (Level Of Detail) versions of the scene blocks so you can see into the distance. The further away, the lower the LOD of course. Also, you shouldn’t really keep the same origin, or you will hit the distort geometry issue. Have the origin as the centre of tha current block.


  • I just gave up fighting. There is no system that is going to both fast and infinitely precision.

    So long ago I worked in a game middleware company. One of the most common problems was skinning in local space vs global space. We kept having customers try and have global skinning and massive worlds, then upset by geometry distortion when miles away from the origin.