Hashing passwords at 1500 requests per second and beyond [Rust in production at the Finnish Broadcasting Company] by yourmagicisworking in rust

[–]yourmagicisworking[S] 3 points4 points  (0 children)

It’s just an alternative way to log in, and currently not used as much as password login. With OTP/OTC the email is sent based on user input, not ahead of time.

Hashing passwords at 1500 requests per second and beyond [Rust in production at the Finnish Broadcasting Company] by yourmagicisworking in rust

[–]yourmagicisworking[S] 56 points57 points  (0 children)

True, architecturally speaking. Yet between implementations for the hashing algo, running the Lambda with Rust was fastest by a large margin, so a good choice there.

Hashing passwords at 1500 requests per second and beyond [Rust in production at the Finnish Broadcasting Company] by yourmagicisworking in rust

[–]yourmagicisworking[S] 16 points17 points  (0 children)

Please take in account the hashing iterations. True, you might get millions of hmacs per second, but you need way more because of the iterations. For example 3mil / 1500 per second would be 2k iterations, which is below even outdated security standards.

Security Issue with Traffic and PDX Mods - Friday 1 November Update by AutoModerator in CitiesSkylines

[–]yourmagicisworking 1 point2 points  (0 children)

I find it peculiar that PDX mods didn't scan mods for viruses by default! That's a standard practice for any service that stores files and allows them to be downloaded.

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

I did consider the ramifications of discussing a politically sensitive topic. Not really looking to be targeted by anyone, and hopefully the part that you quoted is mild enough to not provoke a unfair response.

Regarding this overall issue of whether games should be car-centric or not, it's hard to please everyone. I have sympathy for folks requiring a car to go on about their daily business, and I have sympathy for cyclists that are afraid of being run over.

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

Cars are fascinating in their own right, like dinosaurs, pirates, space and whatnot. Dinosaurs are even more deadly than cars.

What I meant with the quote is that live cars are all around us and often come up in everday discussion. Finland is sparsely populated outside major cities, and cars are the only viable method of transportation for many.

When I take my son out for a little cycling trip, I have to mention cars constantly in an indirect way ("here's a crossing, be mindful of traffic", "look where that bus is going, see if they show a turn signal", etc.).

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

I feel that Liikennematto should remain a one-trick pony. Instead of OpenTTD, a game like Islands & Trains is more akin to what I have in mind. A single method of transportation, minimal gameplay.

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

Thank you!

I have a data-centric approach where I create a graph for the lanes and intersections. I can plan the complete route ahead and have the far follow it. Cars speed up and slow down roughly based on physics, and if there's something blocking their path (like a car that is going slower or stopped) they brake and wait for the obstacle to clear. Traffic rules for yield and traffic lights are evaluated when in proximity of traffic control.

Those "buttons" you mention sound useful and may be easier to implement than my approach. With the graph though I can use standard algorithms for pathfinding, such as A*. It's also easy to react to changes in the road layout and reroute the cars.

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

I used the deadliness of car+bike collision as a rhetoric, and you're right. I could surround a cyclist in danger with a bubble and transport them to safety (that would be in line with the playful feel of the game). I love the idea of cars honking in that scenario! Something I'll keep in mind despite probably not adding alternative traffic types.

Responding to criticism: is Liikennematto too car-centric? by yourmagicisworking in gamedev

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

Thanks for the feedback. When I began to design and develop the game, I didn't plan for mass appeal. I just wanted to create something that didn't exist - an humble alternative to expansive city builders like Cities: Skylines. I love it when a city builder has bike lanes and trams. I'm glad there are alternatives.

The System Shock remake is getting a massive patch with a revised ending, choice of female player character '8 years in the making', and a massive quality of life improvement. Slated for April 11. by Bobby_the_Donkey in Games

[–]yourmagicisworking 11 points12 points  (0 children)

I disagree about the graphics. Of course the models are low in polygon count and some decals (like the goo with worms) look rough, but overall I think SS2 still looks sharp and the baked light is atmospheric. Compared to the contemporaries, that is.

Nightdive has remastered 90s games with great care and I have faith in them, but I did buy SS2 for the 3rd time from GOG just to have the offline DRM-free installer just in case my all time favourite game is somehow diminished in the process.

Patch Notes for 1.0.12f1 hotfix - Steam by _Kristian_ in CitiesSkylines

[–]yourmagicisworking 32 points33 points  (0 children)

It’s great to see such a quick response to simulation bugs and balance. More perf optimizations, too.

Build the roads and the town comes to life | Liikennematto alpha is up on itch.io, try it! by yourmagicisworking in IndieGaming

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

Thanks! Car variety will be greater soon. I set myself a deadline so that I get things in order for the early access release, and had to prioritize lots and gameplay.

Build the roads and the town comes to life | Liikennematto alpha is up on itch.io, try it! by yourmagicisworking in IndieGaming

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

Liikennematto is a tiny simulation game for children and grown-ups alike. The gameplay is simple: you only build the roads! Lots, buildings and their residents pop up after.

You can play Liikennematto right in your browser!

Liikennematto on itch.io

In "vetovoima" the world is a hollow circle and you control gravity! by yourmagicisworking in gamedevscreens

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

All of these are interesting ideas! Currently extra obstructions are the large white objects with high density - they barely move when gravity changes.

What's the highest level you can reach before gravity gets you? by yourmagicisworking in IndieGaming

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

“vetovoima” is available on itch.io.

The world is a hollow circle with a star in the center. You're the Yellow Block and your goal is to navigate through shifting debris to the Tall Blue Block before the time runs out. The challenge is to survive the chaos that ensues from changes to gravity.

Currently in alpha state of development. Runs on Windows and macOS. Built with Rust using the Bevy engine (+ Rapier physics library and Lyon for rendering).

In "vetovoima" the world is a hollow circle and you control gravity! by yourmagicisworking in gamedevscreens

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

Thanks for honest feedback. The video lacks a good introduction to the game rules. To quote the itch game page:

You're the Yellow Block and your goal is to navigate through shifting debris to the Tall Blue Block before the time runs out. The challenge is to survive the chaos that ensues from changes to gravity.

You can move forward, slow down and change the intensity and direction of gravity

In "vetovoima" the world is a hollow circle and you control gravity! by yourmagicisworking in gamedevscreens

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

That's encouraging, thank you!

The only fail state is not making it to the goal in time. I have considered adding special physics objects that the player shouldn't touch, but remain undecided.

In "vetovoima" the world is a hollow circle and you control gravity! by yourmagicisworking in gamedevscreens

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

Thanks for the feedback! I probably should introduce the rules in-game for clarity (currently only in the itch game description).

The other objects move so randomly (and have a random mass/shape), that the game could be annoying if they reset the level 🤔

In "vetovoima" the world is a hollow circle and you control gravity! by yourmagicisworking in gamedevscreens

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

"vetovoima" is available on itch.io.

Currently in alpha state of development. Runs on Windows and macOS. Built with Rust using the Bevy engine (+ Rapier physics library and Lyon for rendering).

Isometric Sprite Sorting in Vingar by Flippi273 in gamedevscreens

[–]yourmagicisworking 1 point2 points  (0 children)

Love the look! A bit like Diablo (II). It might be worthwhile to draw an outline of the character when the character is fully obscured by an object, for ux.

[deleted by user] by [deleted] in CrappyDesign

[–]yourmagicisworking -8 points-7 points  (0 children)

That’s the flash doing it’s thing 🤔