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Cake day: August 9th, 2023

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  • There’s a model that id used for open sourcing their engines. The source code is open, but the assets (textures, models, sounds, etc.) are still copyrighted and you still have to buy the game to get them legally. This means the company still sells copies on Steam or wherever, and games that replace all the assets can still sell them without any licensing costs, too.

    I’m a little surprised this model never caught on. Even id only ever published the engine to the previous game–Quake 3 was open sourced a little after Doom 3 was released–and the practice seems to have stopped when John Carmack left.

    Possibly because nobody has tested it in court, or some other subtle legal issue?











  • We tend to forget about it these days, but the Unix permissions model was criticized for decades for being overly simplistic. One user having absolute authority, with limited ways to delegate specific authority to other users, is not a good model for multi-user operating systems. At least not in environments with more than a few users.

    A well-configured sudo or SELinux can overcome this, which is one reason we don’t bring it up much anymore. We also changed the whole model, where most people have individual PCs, and developers are often in their own little VM environment on a larger server.






  • You can get exactly the same benefit by blocking non-established/non-related connections on your firewall. NAT does nothing to help security.

    Edit: BTW–every time I see this response of “NAT can prevent external access”, I severely question the poster’s networking knowledge. Like to the level where I wonder how you manage to config a home router correctly. Or maybe it’s the way home routers present the interface that leads people to believe the two functions are intertwined when they aren’t.