Looks cool I’ll check it out.
Looks cool I’ll check it out.
Woah cool! Can you share your prompt for that I’d like to try it
¯\_(ツ)_/¯ okay chief
Buddy. If you’re not able to tie in the conversation to the concept I can’t help. I recommended pasting the concept into an LLM to explain it to you.
Or if you’re looking to argue with a stranger on the internet… I can’t help you there either.
You’ll need to read the article I don’t feel like breaking it down for you.
No. Wtf no.
Rodgers in emotional turmoil, better slurp down down ayahuasca
Would you share instructions on how to do that?
Filestash is buggy, you should report it on the github. Recently had some issues with open office as well
I watch movies and read on my samsung fold and I enjoy it a lot
Nah you just do heavy statistical analysis on data that already gets streamed from the client.
Here’s a better explanation than I could provide:
https://www.i3d.net/ban-or-not-comparing-server-client-side-anti-cheat-solutions/
What they could do is set a player surveillance system that tracks game by game averages on hundreds of different metrics like critical hit accuracy and prehit mouse acceleration and compares them to a baseline and any time any player stat moves past the average the system will increase their scrutiny level and perform more advanced analysis on them.
Another thing that could happen is the server could submit ghost data to suspicious clients and honeypot the cheat software into reacting to it.
You could also train an ML model on your game to watch highly suspicious players.
Ah yes you’re right
Could you just add *.lnk?
You don’t run it clientside
There’s no inexpensive functional anticheat system ftfy
You’re wasting your time. Your fingerprint is graded and discarded if you’re not reliable
Nuclear is green
Bro it’s the free space in the middle
Cool I’ll spin up a VM and try it out tomorrow!