Afaik, I think the way people are making money in this space is selling courses that teach you how to sell mass produced AI slop on Amazon, rather than actually doing it
~~No, with a correct implementation, the server will only send positions of clients actually visible (taking occlusion and view frustum into account). It's complex, but so are modern engines. It's totally doable.~~
EDIT: sorry, I completely misread your comment. You're right about the latency issue, but that's also an issue with client-side prediction implementations, which provide a small window in which all client packets are trusted, rather than just the latest ones (eg to be able to rewind when computing collision detection in a fast paced shooter)
The real challenge to solve is botting, which includes things like aimbots, macros the negate recoil, etc. It's basically impossible to solve this, regardless of operating system or hardware (eg external cheat peripherals)
I see it as a moderation issue, which is unavoidable. Just focus on building tools to help users report cheaters rather than try to automate the whole thing via flawed anticheat spyware, and missing out on potentially the next big PC gaming platform in the process.
> aimbots, macros the negate recoil, etc. It's basically impossible to solve this
It's not. But it is much more expensive on the server-side, i.e. paid by the company, so the real solution of mainframe + thin clients is not one that companies want to implement. Instead, they rely on computing on the client model, which is what opens up the door to cheats.
E.g. Aimbots and Recoil suppressors are non existent if it's the server calculating trajectories and telling the clients "your bullet hit exactly here (X, Y, Z), go draw an impact texture in there". But as said, that means a lot of computing done on the server. Not cheap, but given the $millions invested so far in anticheat tech over the years, one has to wonder if it wouldn't really be cheaper, after all...
So basically wireguard, but you have to pay for it, and you have create an account through Google/Apple/Microsoft/whatever.
Wireguard is not that hard to set up manually. If you've added SSH keys to your Github account, it's pretty much the same thing. Find a youtube video or something, and you're good. You might not even need to install a wireguard server yourself, as some routers have that built in (like my Ubiquity EdgeRouter)
It's not really "basically wireguard" and you don't have to pay for it for personal use. Wireguard is indeed pretty easy to set up, but basic Wireguard doesn't get you the two most significant features of Tailscale, mesh connections and access controls.
Tailscale does use Wireguard, but it establishes connections between each of your devices, in many cases these will be direct connections even if the devices in question are behind NAT or firewalls. Not every use-case benefits from this over a more traditional hub and spoke VPN model, but for those that do, it would be much more complicated to roll your own version of this. The built-in access controls are also something you could roll your own version of on top of Wireguard, but certainly not as easily as Tailscale makes it.
There's also a third major "feature" that is really just an amalgamation of everything Tailscale builds in and how it's intended to be used, which is that your network works and looks the same even as devices move around if you fully set up your environment to be Tailscale based. Again not everyone needs this, but it can be useful for those that do, and it's not something you get from vanilla Wireguard without additional effort.
I guess I'm still not following. Is there an example thing that you can do with Tailscale that you can't do with Wireguard? "Establishes connections between each of your devices" is pretty vague. The Internet can already do that.
I install tailscale on my laptop. I then install tailscale on a desktop PC I have stashed in a closet at my parents. If they are both logged in to the same tailnet, I can access that desktop PC from my home without any addition network config (no port forwarding on my parents router, UPNP, etc. etc).
I like to think of it as a software defined LAN.
Wireguard is just the transport protocol but all the device management and clever firewall/NAT traversal stuff is the real special sauce.
You can run two nodes both behind restrictive full cone NATs and have them establish an encrypted connection between each other. You can configure your devices to act as exit nodes, allowing other devices on your "tailnet" to use them to reach the internet. You can set up ACLs and share access to specific devices and ports with other users. If you pay a bit more, you can also use any Mullvad VPN node as an exit point.
Tailscale is "just" managed Wireguard, with some very smart network people doing everything they can to make it go point-to-point even with bad NATs, and offering a free fallback trustless relay layer (called DERP) that will act as a transit provider of last resort.
Tailscale is free for pretty much everything you'd want to do as a home user.
It also doesn't constantly try and ram any paid offerings down your throat.
I was originally put off by how much Tailscale is evangelised here, but after trying it, I can see why it's so popular.
I have my Ubuntu server acting as a Tailscale exit node.
I can route any of my devices through it when I'm away from home (e.g. phone, tablet, laptop).
It works like a VPN in that regard.
Last year, I was on a plane and happened to sit next to an employee of Tailscale.
I told him that I thought his product was cool (and had used it throughout the flight to route my in-flight Wi-fi traffic back to the UK) but that I had no need to pay for it!
Valve has a weird obsession with maximizing their profit-per-employee ratio. There are stories from ex-employees out on the web about how this creates a hostile environment, and perverse incentives to sabotage those below you to protect your own job.
I don't remember all the details, but it doesn't seem like a great place to work, at least based on the horror stories I've read.
Valve does a lot of awesome things, but they also do a lot of shitty things, and I think their productivity is abysmal based on what you'd expect from a company with their market share. They have very successful products, but it's obvious that basically all of their income comes from rent-seeking from developers who want to (well, need to) publish on Steam.
More people need to be informed that Peter Thiel fancies himself a theologian. Or this is all just a sick joke to him, to pretend like he is the “solution” to the antichrist. It would be quite on brand for his personality - poor delivery with an overly complex premise.
Most of it went over my head, but there's so much knowledge and expertise on display here that it makes me proud that this person I've never met is out there proving that software development isn't entirely full of clowns.
Seb is incredibly passionate about games and graphics programming. You can find old posts of his on various forums, talking about tricks for programming the PS2, PS3, Xbox 360, etc etc. He regularly posts demos he's working on, progress clips of various engines, etc, on twitter, after staying in the same area for 3 decades.
It's rather: can you find a company that pays you for having and extending this arcane knowledge (and even writing about it)?
Even if your job involves such topics, a lot of jobs that require this knowledge are rather "political" like getting the company's wishes into official standards.
reply