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starburst

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projects: notessimo.net blog: jd.boiv.in email: jd@boiv.in

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Missing ctrl + s which stash your prompt so you can do slash command while being midway into writing a prompt

Upgrading to new version can also introduce new exploits, no amount of tests can find those.

Some of these can be short-lived, existing only on a minor patch and fixed on the next one promptly but you’ll get it if you upgrade constantly on the latest blindly.

There is always risks either way but latest version doesn’t mean the “best” version, mistakes, errors happens, performance degradation, etc.

I’m surprised the CLI doesn’t asked permission for each program trying to access it, when using their SSH agent I get a popup for any program (then it unlock that key for that program until session ends).

People dismissing this vulnerability miss the point of a password manager which is to protect in such scenario where code gets executed on a machine but at least the data is encrypted, of course in that scenario the attacker can get access to the plain text env variables anyway that the developers has on their machine but at least it is not ALL of your credentials like in this case.

Service Account can limit the blast radius BUT you’ll end up saving that API token in your env anyway giving access to anyone executing malicious code…

Using their CLI is dangerous if they haven’t done anything to protect in this scenario. Did they have any comments in that vulnerability and how they want to mitigate it?

Why not simply return the value of the requested items and that’s it? Why unlock everything in a CLI scenario, surely the most common case is simply grabbing a single item like a .env for a project and that’s it.

Borderless window (fullscreen) is now the norm for over a decade, alt-tab is instant in this mode. You’re stuck at whatever resolution you have your desktop but most games now have a render scale option.

I feel like they could’ve innovated using novel technique, like 3D gaussian splatting (and upscaling the video or better yet record new videos). The vast majority of the time, you’re still pretty much locked unable to move when those CGI character show up, except for turning the camera around (from what I remembered). It could’ve been faked and still work and be much better as I felt it was the only downgrade to an otherwise fantastic remake that I really enjoyed.

That is what I wondered too after it happened to me, if what I saw was a glimpse into the inner working of how the final image gets to our consciousness, like it was missing some steps / processing.

I still remember when that happened to me, it was quite a bizarre experience. It started after coming back from a meeting where the room was all painted white and had some of the brightest light I had seen and then it started while I was coming back home in the car, it was a sunny winter day with bright white reflected snow.

I didn't feel the pain of a migraine like I usually do but the zigzag pattern started as a very small point in the middle of my vision, got home, lay down on the couch and the circle grew and grew. I'd say around two third of the outline of that circle was a zigzag and I vividly remember that there was a checkboard pattern around the part that wasn't zigzag.

It was hard to see at some point as it became bigger and bigger and I was beginning to panic. But there was an inner circle inside of it of clear vision and once the zigzag circle became so big that it was outside of my vision, I was back to normal vision.

I did some research back then to figure out what happened and saw all those medieval paintings and drawings that people with similar experience did. I would enjoy the experience much more today with that knowledge but it never happened again.

The experience last between 30-60 min.

I suggest you read again about rollback input based deterministic simulation, it is the superior option by far, especially for competitive, you have in practice “no lag”.

That you never got any complaints doesn’t means your solution doesn’t have plenty of issues, also 20hz is pretty low.

There is a reason why no multiplayer fighting will even be considered competitive if they don’t use rollback netcode in this day and age.

The award part is worst part of the game award and personally one of the reason I watch it is especially to see a Kojima premiere and I wasn't disappointed when he announced he was going to collaborate with Jordan Peele.

Assets Flip is when you replace the assets in a game with other assets and sell it under a different name. Usually from a demo project or even from a complete game that was "stole".

This game simply used a bunch of assets that were bought on the unreal asset store which is different and tbh completely fair especially with a small dev team.

If what you want to measure is LINQ performance, sure, but in the context of measuring the language fundamental like class versus struct, it is an unnecessary overhead.

The article itself says it:

However, the main reason why the benchmarks are not correct is because of LINQ and lazy evaluation.

LINQ is pretty much frowned upon when programming games in C#, also when doing performance comparison you want to get as close as possible to the actual code without the extra overhead.

I would very much verify anything and not take it at face value when a C# performance post use LINQ.

When playing with a custom LoRA (dreambooth / SDXL) trained on my brother’s photos of himself something interesting happened, when we used the prompt “as a women” instead of “a man”, the result looked incredibly similar to one of our cousin, so much that my parents asked how come she was now in the pictures generated.