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Joined 4 months ago
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Cake day: March 5th, 2025

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  • Last time i tried plasma mobile it was unbearably slow (even slower then the normal unbearably slow) so i switched to phosh, but I would like to try it again so let’s see if these updates made it any more usable.

    UPDATE: Honestly i’m impressed, it might be because currently im not running waydroid beside it like i did on my previous Phosh install but it feels very responsive. With the angelfish browser providing a way better experience then firefox. The battery life is still very bad but outside that this could be used as a regular phone.




  • That was a huge rant, i also don’t like the microsoft authenticator so guess what i don’t use it, and the issue of your private keys to getting stolen if your pc is hacked has long been solved with password protected keys.

    All of these issues pretty much amount to nothing, the standard works and is more secure then passwords, same reason as to why enabling password login on SSH is not recommended.




  • I’m trying to understand how this is used, my current selfhosted setup is quite simple:

    frontend - backend - vllm

    Using the openai compatible api vllm returns with tool calls that need to be handeled by the backend, an results are then send to the frontend by the backend, the frontend never communicates with vllm directly.

    Form what i can gather AG-UI is a way for the frontend to directly communicate with in my case vllm in a secure way? letting the frontend handle the tool calls?







  • I do think some of these limitations can be resolved. But it indeed poses a big challenge. You can go to big lenghts with server occlusion checking to prevent wall hacks but under zero trust any game with directional sound already has build in wallhacks.

    I mostly speak from experience with my developing my own game which is not an FPS. Previously the client would send “i build on this position”. Which could very easily be abused. Which I then changed to “i build with this angle and this distance from the previous node” the client would then already show the newly constructed “ghost” node while the server would check if that construction is valid and then send the real position to all clients. The only thing a player would notice is that with high ping the constructed node would move slightly as it got the definitive position from the server. While being significantly more cheater proof.

    I suppose im biased towards this kind of thinking since im not working on a FPS game, what for me might be a simple change is a massive undertaking for other genres.










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