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Viewing profile — Emjayen

Emjayen

HN member
Joined
Sat, Oct 16, 2021, 7:05 AM UTC
HN karma
46
Public activity
22 items

About Emjayen

No profile information was provided.

Recent public activity

  1. comment
    Comment #47226712

    HN hasn't been burdened with intelligent discussion for many years now. One only needs a cursory scan of the top posts to recognize this; ~80% of discussion revolves around brainde…

  2. comment
    Comment #46472746

    IPv6 was obsolete by the mid-2000s, majorly due to the advent of roaming. It was designed on the rather fanciful assumption that its deployment would simply supersede IPv4, that ev…

  3. comment
    Comment #46334117

    Those rates are peanuts considering that a decade ago saturating 40G, per core, was more than reasonable via standard userspace networking, with atleast a few copies in the datapat…

  4. comment
    Comment #43170890

    As someone who has implemented various transport protocols (both standard and custom) the biggest hurdle in layering atop IP will not be the gauntlet of WAN routers, surprisingly, …

  5. comment
    Comment #41473331

    This is really just archaic *nix world problems; the NT kernel has had actual asynchronous I/O since inception -- even 30 years later, io_uring is mere batching to the kernel upper…

  6. comment
    Comment #40991498

    Those numbers seem awfully low; even going via the relatively slow kernel/kernel stack, you can comfortably achieve around 2Mpps (64B) tx, per core (single flow), on ~2010 commodit…

  7. comment
    Comment #40912486

    If it's any consolation: the vast, vast majority programmers should stick to single-threaded design, as is evident from all the atrocious multithreaded software out there of which …

  8. comment
    Comment #37086552

    Although not as elaborate as this, I have what one would call a "homelab" and it's for, well, testing and experimenting -- I write a lot of high-performance server/network-centric …

  9. comment
    Comment #34429809

    Reverse engineering (which is not actually something I particularly enjoy doing frankly)

  10. comment
    Comment #34429785

    No, I'm quite the outsider to the community having only been involved in the game for a few years (besides as a teenager when it was released) and working alone. The project in que…

  11. comment
    Comment #34429376

    The simulation is, rather obviously, what's being referred to with the spiral-of-death -- it's not unusual for instance in Age of Empires II to encounter transient periods where-in…

  12. comment
    Comment #34402263

    Certainly true for local and/or controlled networks, however over the public internet where you're competing for bandwidth with many others over limited (and sometimes already cong…

  13. comment
    Comment #34400797

    Good catch, Morten :)

  14. comment
    Comment #34400144

    I'm of the opinion that it's an acceptable concession that a brief pause occurs in gameplay to permit another player to recover from transient issues (network hiccups, brief machin…

  15. comment
    Comment #34399212

    I've heard this repeated quite a bit, and while I haven't checked the AI scripts themselves (although I don't recall/imagine there being a script facility to give oneself resources…

  16. comment
    Comment #34399171

    RTS-wise it's just been Blizzard games otherwise; Starcraft and Warcraft III, the latter of which I did the most work with, mainly multiplayer optimizations and writing a server im…

  17. comment
    Comment #34398949

    Similarly, a common technique used within notably the DotA community (of which's map didn't have such a tripwire) was to analyze the replay for what were termed "fog clicks", since…

  18. comment
    Comment #34398911

    Are these players interacting in any way? If they aren't then it could be more tolerable, but one player being more than several seconds behind others is going to lead to a rather …

  19. comment
    Comment #34398576

    It is, in fact, inherent to this model. While there will be some tolerance threshold as to how far behind in the simulation a machine may fall, it still must be rather conservative…

  20. comment
    Comment #34398539

    Not to any meaningful degree -- inputs (from humans) permutate the state. You can, however, compute say the initial world state, revealing the map/resources/ect. Ofcourse in this c…

  21. comment
    Comment #34398524

    The problem is simply the lack of validation -- I detailed it a bit below in my top-level comment. The only exploits that are inherently applicable in the case of a simultaneous de…

  22. comment
    Comment #34398256

    As someone who fixes up old games in my spare time, and Age of Empires II being one of them, I'll provide a bit of trivia about the game's internals: - The AI system is not part of…