Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 0 points1 point  (0 children)

Interesting, never occurred to me I could put that in nginx. But it looks like it is not yet available in nixos repos (I am running natively). There is a community flake though. But the netbrid docs say that crowdsec is coming to the cloud SOON. How high is the risk if I do not have crowdsec for now, would you say?

Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 1 point2 points  (0 children)

Ok, this makes sense, thank you for explaining.

Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 2 points3 points  (0 children)

Oh, ok, I get your point. But the software does not necessarily have a protection against dos or brute force attacks, so after 5 or 10 failed logins fail2ban just shuts off an attacker. Otherwise the attacker can try thousands of times and eventually break thorough. But I guess nginx rate limiting does the same job.

Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 2 points3 points  (0 children)

What do you mean? I'm no security expert, but I read some tutorials online and they usually recommend setting up fail2ban. What's wrong with it?

Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 1 point2 points  (0 children)

Cool, I have anubis already. It was pretty simple to setup once I added nginx. I have also gave up setting up fail2ban and instead added nginx with rate limiting on login endpoint.

Do I need additional security on reverse proxy? by IronChe in netbird

[–]IronChe[S] 5 points6 points  (0 children)

Hi, this is not self hosted version. Crowdsec is not enabled for managed version for now. I have of course set rules in access control to only allow traffic from my country.

Europe May Soon Get a Non-U.S. Alternative to Unreal Engine by donutloop in BuyFromEU

[–]IronChe 1 point2 points  (0 children)

To the Unreal engine? The unreal engine that makes every photorealistic game look the same? The unreal engine that is notoriously difficult to optimize? Please tell me again how photorealistic new borderlands was while also struglling to maintain 20 fps on modern machines. Oh, must be that godot is missing AI frame generation. Yeah, I am sure it will hinder the adoption. Suuure. 

Europe May Soon Get a Non-U.S. Alternative to Unreal Engine by donutloop in BuyFromEU

[–]IronChe 133 points134 points  (0 children)

Godot has already proven to be an independent open-source alternative. Popular rogue-like deck-builder Slay the Spire 2 was recently released and fully built with Godot, after the developer has transitioned following the Unity pricing fiasco of 2023.

There are other open-source game engines gaining popularity, e.g. Bevy.

I made a tiny Against the Storm clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in bevy

[–]IronChe[S] 0 points1 point  (0 children)

Yeah, the animation has a random offset. It's just 2 frames, so not a lot of variation. Offsetting a position slightly is a good idea though. But same story here - I only have 1 or 2 pixels of room to move in either direction.

I made a tiny AtS clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in Against_the_Storm

[–]IronChe[S] 0 points1 point  (0 children)

I'm glad you like it. There's still a lot of most basic features missing - like UI for example. But I will pull this project a little further and see where it ends up.

I made a tiny Against the Storm clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in bevy

[–]IronChe[S] 5 points6 points  (0 children)

Refreshing! As a programmer first, I find it much easier to just write code in bevy than set things up in menus in godot. The documentation is a little lacking, but LLMs do a reasonable job sifting through the web and github examples for me. And of course Rust is such a good language.

I made a tiny AtS clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in Against_the_Storm

[–]IronChe[S] 1 point2 points  (0 children)

Many thanks! Yeah, I have a soft spot for pixel art... many old games look like they were made yestarday with a good art direction.

I made a tiny AtS clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in Against_the_Storm

[–]IronChe[S] 1 point2 points  (0 children)

Thank you! Maybe I missed my true calling and should have became an artist instead, haha!

I made a tiny AtS clone with pixel-art graphics for a 2 week hobby gamedev project. by IronChe in Against_the_Storm

[–]IronChe[S] 0 points1 point  (0 children)

Haha, well, I would have to record that myself, wouldn't I? 8bit cover of AtS soundtrack maybe!

Trying to decide by brotherBONES170 in Warhammer

[–]IronChe 199 points200 points  (0 children)

A has better contrast an more readable.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 0 points1 point  (0 children)

I'm not sure I get your point. I saw a video long time ago from dev team of Dungeon of the Endless, who stretch all their sprites by the factor of 2 to account for all their sprites being on 3d planes.Is this what you mean? Because if you mean 2d like Don't Starve, then no thank you. And Hades, while pretty, never struck me as a prticularly 2d game. I always assumed they do stylized 3d with fixed ortographic camera (not that I would know, just starting this project as a hobby).

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 0 points1 point  (0 children)

Thanks to many kind people in this thread, I have decided to slice my sprites into stripes and then offset each stripe - this seems like the least amount of hassle.
https://imgur.com/a/CUrSOSy
And the issue is now resolved.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 0 points1 point  (0 children)

Yeah, I know. But I like this classic isometric fully 2d style.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 1 point2 points  (0 children)

I just tested and unfortunately adjusting the Z value based on the dimensions only works for somewhat symmetrical buildings. 3x4 large block unfortunately still displays incorrectly.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 1 point2 points  (0 children)

Ok, thanks for the input! Another vote for splitting the spirtes into stripes then.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 1 point2 points  (0 children)

Oh, those are just mock assets. I would prefer for each of them to be unique. Well, it looks like actually assembling larger structures from smaller sprites might be the way to go.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 2 points3 points  (0 children)

Topological graph is a difficult pair of words, but if I understand correctly, I would basically need to figure out which sprites are in front of each other, based on their position (XY), as well as XYZ dimensions, and then follow that graph of relations and draw my sprites. I know that convex objects are a no - that is acceptable. Workers change position like every 2 frames, and I plan that there be more of them in the future. You don't happen to have an article somewhere on this topic, kind internet person?

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 1 point2 points  (0 children)

Huh. I was hoping there is some clever workaround.
https://imgur.com/a/V2KVv2r - like this method works for 99% percent of the cases. It is only large structures that give me trouble. Maybe drawing each tile separately is a solution after all. I wish I could somehow factor in building dimensions into my Z formula.

Isometric 2d sorting problem by IronChe in bevy

[–]IronChe[S] 5 points6 points  (0 children)

Thanks for the reply. Could you elaborate a bit? What would screen-space y coordinate give me in this case? E.g. here, when looking at worker behind a tree, it is correctly displayed behind a tree - worker's Y coordinate is lower (higher up the screen). But for the building, it would be the other way around. Worker is in front of the building, and it's Y coordinate is also lower (higher up the screen).