My first distro was debian and why I switched was that I wanted up to date packages.
My first distro was debian and why I switched was that I wanted up to date packages.
I would suggest Arch with KDE plasma, I don’t have a stylus so can’t vouch for it personally but I’ve seen it mentioned in the update notes alot.
Want to give a shoutout to the tutorial that got me into game dev: ChiliTomatoNoodle - C++ 3D DirectX Programming, A very long tutorial but it really goes deep into the basics of graphics api’s and win32, Even though i now use vulkan and wayland the underlying concepts that are explained in the tutorial are still the same.
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.
Currently I use Code OSS, which is less my favorite but it works.
Out of all the IDE’s I’ve tried (vscode, webstorm, Code OSS, Kate, KDevelop), regular old Visual Studio 2022 is still my all time favorite, using it is such a smooth experience.
Its biggest flaw and why i had to switch is no linux support :(
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.
I do think there is quite an obvious solution that game developers dont yet realize.
The client is always compromised
Instead of relying on increasingly invasine client side anti cheat, with a zero trust mentality it doesn’t matter how many cheats the client has installed.
Ofcourse this is’t easy to do, but its the only thing that actually works, client side anti cheat will always be broken.
4090 user here with nvidia-open and wayland works fine?