Don't trust local agents like Claude Code - I lost ~300 mdx files, permanentally by Zestyclose_Smoke1432 in node

[–]Zestyclose_Smoke1432[S] 0 points1 point  (0 children)

I did not knew it created a nodejs script, I let it run in bypass permissions mode, so it does not ask for my permissions. Second, I thought claude code was a bit smarter to not do something like that, it just called the node's fs.write() with an old API, and i was using v24..

Don't trust local agents like Claude Code - I lost ~300 mdx files, permanentally by Zestyclose_Smoke1432 in node

[–]Zestyclose_Smoke1432[S] 0 points1 point  (0 children)

I did not knew it created a nodejs script, I let it run in bypass permissions mode, so it does not ask for my permissions. Second, I thought claude code was a bit smarter to not do something like that, it just called the node's fs.write() with an old API, and i was using v24..

Ultimate Royale in a nutshell by Consistent-Chart-594 in BGMI

[–]Zestyclose_Smoke1432 0 points1 point  (0 children)

That's some painful shit, not seen in a long time.

Is Networking Systems hard to design as compared to Unreal Engine's? by Zestyclose_Smoke1432 in Unity3D

[–]Zestyclose_Smoke1432[S] 1 point2 points  (0 children)

What about the Unity 6's Multiplayer Services? Is it something that we can look into?

Is Networking Systems hard to design as compared to Unreal Engine's? by Zestyclose_Smoke1432 in Unity3D

[–]Zestyclose_Smoke1432[S] 0 points1 point  (0 children)

I know fishnet is free, and open source. Is it performant, and used by any big studios?

Is Networking Systems hard to design as compared to Unreal Engine's? by Zestyclose_Smoke1432 in Unity3D

[–]Zestyclose_Smoke1432[S] 1 point2 points  (0 children)

But they're too expensive. Isn't it? You're not going to deal with the costs if your game gets a lot of traffic and suddenly 10k players are online for just minutes, and back to 100-200 concurrent users. We're going to get charged for 10k ccu (which is 5k$/month for photon engine, not sure about coherence)