code logs -> 2022 -> Sun, 10 Jul 2022< code.20220709.log - code.20220711.log >
--- Log opened Sun Jul 10 00:00:00 2022
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06:48
<&McMartin>
simon_: Belated, but Make is a very poor fit for javac because javac will do its own dependency tracking to some degree, so Make ends up paying a huge amount of cost that it "shouldn't need to"
06:48
<&McMartin>
You're better off with, as it seems you've been leaning towards, a simple "rebuild everything" shell script.
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19:59
< Alek>
https://media.discordapp.net/attachments/836408580944035881/995703346512023682/unknown.png
21:03 * Emmy snorts
21:03
< Emmy>
good one
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23:11
< simon_>
I'm experimenting with adding cryptography to games
23:12
< simon_>
I'm trying to make a REST-based interface to a game where you've created the "user" offline
23:14
< simon_>
my idea was to take some object, e.g. {"pubkey":"...","name":"Bob",...something arbitrary...}, hash it iteratively by modifying the arbitrary part until you have a checksum that has the right difficulty, a la proof-of-work or DJB's internet mail 2000.
23:15
< simon_>
your identifier would be the hash and the object would prove that. and you can sign any action by using the corresponding private key.
23:16
< simon_>
then I'm thinking of a pokemon-style narrative where, if one part of the hash digest corresponds to a difficulty, another might correspond to which natural element it has, another what 24-bit rgb color it has.
23:18
<&McMartin>
If you want proof of authenticity you should just be using signatures.
23:18
<&McMartin>
"proof of work" is intentionally wasting resources to bad ends
23:20
< simon_>
I'm sure my text-based game will waste fewer resources than any 3D game. it takes ~2 minutes of hashing on one core to get a level 28 "pokemon" this way. :-D
23:21
< simon_>
I thought it would be interesting to "search" for creatures by repeated hashing.
23:21
< simon_>
because it's a thing you can do offline.
23:21
<&McMartin>
That's EVE skills
23:21
<&McMartin>
And "but it's decentralized" is tbh not a feature
23:22
< simon_>
EVE skills are time-based, no?
23:22
<&McMartin>
Of all the problems with MMOs, "moderation and balancing are possible" is not one of them
23:22
< simon_>
why is it not a feature?
23:22
<&McMartin>
Yes, my point is that if you have a central point of game state you can just check a timestamp once
23:22
< simon_>
I'm not aware of all the problems with MMOs.
23:22
< simon_>
right
23:23
<&McMartin>
leaving aside the reasonably well-attested claim that Ethereum exists because one of its founders was salty about nerfs to shamans in WoW
23:23
< simon_>
haha
23:24
<&McMartin>
Schemes like the one you describe are clearly intended to make such nerfs impossible at the interaction level
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23:31
< simon_>
I suppose PoW doesn't create the right incentives; you'll be better at the game by letting your computer crunch more.
23:34
< simon_>
there is a game concept called Dark Forest where the fog-of-war is maintained by a zero-knowledge protocol. so you can have an adversarial environment where nobody knows everything.
23:35
< simon_>
I think that's kind of interesting because I've been following the youtuber FitMC who documents an anarchy minecraft server. there was a hack at one point that allowed perfect geolocation of all players, which eventually led to the discovery of all secret bases.
23:36
< simon_>
of course, it could also be circumvented through non-buggy network software; after all, minecraft is a giant duct tape ball.
23:37
< simon_>
but I like how a protocol ensures what information is shared, what isn't, and making guessing astronomically expensive.
--- Log closed Mon Jul 11 00:00:01 2022
code logs -> 2022 -> Sun, 10 Jul 2022< code.20220709.log - code.20220711.log >

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