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Physical size is just a parameter, unless you insert formatting and stuff which needs to save data per page/region. Otherwise you can have just vector graphics of fixed data size which gets scaled on rendering to fit the physical limit.
Cryptography nerd
Fediverse accounts;
Natanael@slrpnk.net (main)
Natanael@infosec.pub
Natanael@lemmy.zip
Lemmy moderation account: @TrustedThirdParty@infosec.pub - !crypto@infosec.pub
@Natanael_L@mastodon.social
Bluesky: natanael.bsky.social
Physical size is just a parameter, unless you insert formatting and stuff which needs to save data per page/region. Otherwise you can have just vector graphics of fixed data size which gets scaled on rendering to fit the physical limit.
If it’s a type of enemy you see just one of at a time but see it often, sure. If there’s many, cost of copy/delete is definitely not that high relatively speaking.
(random sidenote: in the first Mirror’s Edge game, you can sometimes hear enemies you passed scream as they fall when you pass from one part of a map to another, as the ground in the map is unloaded before the enemies unload)
If they literally don’t have an object delete option then relying on render distance to make it go away is a ridiculous but simple solution
Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.
Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.
Depends on optimization levels, data types, and whatnot. If it’s a string to be fed into the API of a different binary then the compiler will often not optimize down that representation. Internal function names are likely to be optimized that way, with lookup tables holding original function names (at least for any externally exposed function).
Hard to kill zombie process
The heckler’s veto is not freedom.
There are a lot of groups which coordinate spreading of lies to shout down others and deter others from contributing, firehose of falsehood style, and allowing that does not contribute to free speech. It does not support sharing facts, it doesn’t support healthy conversation, it doesn’t help anybody learn or discover the truth. Allowing conspiracy theories and nonsense like that is a net negative.
You need moderators who are focused on making sure people feel free to join in good faith.
One Rich Asshole Called Larry Ellison.
Kinda - the dev team was external and had already started the project when Twitter offered funding for an open protocol based version of Twitter, and selected the current team to do it (so Jack could avoid moderation duties, lol)
As long as these types pay attention to what the scientists tell them and explain it to others accurately, they’re helpful