Just a regular Joe.

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Joined 2 years ago
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Cake day: July 7th, 2023

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  • And a developer with admin rights will never admit that they’ll quit on short notice in a few months, leaving hard to support snowflakes, each based on the latest cool fad at the time of writing.

    Both k8s and aws native services can be chaotic and snowflaky… An organization should be working to standardize the tech stack and deployment tooling across teams as much as possible.

    K8S is an opportunity to standardize, but the potential is often not realised. Platform Engineering is now the latest kid on the block, trying to address the next layer of challenges. We’ll see how this looks in a few years…


















  • Another technique that helps is to limit the amount of information shared with clients to need to know info. This can be computationally intensive server-side and hard to get right … but it can help in many cases. There are evolving techniques to do this.

    In FPS games, there can also be streaming input validation. eg. Accurate fire requires the right sequence of events and/or is used for cheat detection. At the point where cheats have to emulate human behaviour, with human-like reaction times, the value of cheating drops.

    That’s the advanced stuff. Many games don’t even check whether people are running around out of bounds, flying through the air etc. Known bugs and map exploits don’t get fixed for years.


  • ALSA is lowest level, and is the kernel interface to audio hardware. Pipewire provides a userspace service to share limited hardware.

    Try setting “export PIPEWIRE_LATENCY=2048/48000” before running an audio producing application (from the same shell).

    Distortion can sometimes be related to the audio buffers not getting filled in time, so increasing the buffering as above gives it more time to even out. You can try 1024 instead of 2048 too.

    There is no doubt a way to set it globally, if it helps.

    Good luck!