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Joined 2 years ago
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Cake day: June 2nd, 2023

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  • My point is that literally nobody has been looking at obfuscated code for at least 5 years by now. All the toolchains automatically handle de- and reobfuscation transparently to the point that nobody has to think about it anymore unless maybe you are one of the like 3 people who is actually maintaining the classloading stage of a modloader, or if you are manually writing a bytecode transformer (which almost nobody has needed to do for years either, ever since tools like Mixin entered the scene).

    For 99.9% of the modding community, and this includes most optimization mods, the only thing that is going to change is everyone deletes a line or two from their build.gradle and continues about their day.

    As far as reporting things to Mojang: again, nothing changes here either, everyone who has ever set up a mod dev environment already has a copy of the deobfuscated source code on their computer, which is the only thing they are looking at when inspecting the minecraft source code or making changes to it. There have been reports on the issue tracker with actual suggested code changes basically since the issue tracker became a thing.


  • This doesn’t really change too much for the modding scene, it just allows the deobfuscation step to be skipped when setting up a dev environment. Mojang has already been providing official deobfuscation mappings for years, and before that we had community-made ones which were already pretty great.

    There are already plenty of mods which drastically overhaul how major parts of the game work to get better performance, and there are some projects like Gregtech: New Horizons and CleanroomMC which have pretty much completely torn apart and rebuilt the game on older versions from before official deobfuscation mappings were even available.


  • I want to give you a belated “thank you” for writing this up! I had kinda been feeling like I’d reached a dead end with my whole gender exploration adventure, but you have not only inspired me to do a second (longer) trial run using EV instead of EEn (which I have just started), but I’m also gonna go to a local meetup for trans/enby/questioning people later this week. Something about your comment here really helped me get out of the rut I was in. Thanks for all your support!!! ❤️


  • Re-reading your original question, it should have been pretty obvious in retrospect that I am not really in the target audience. welp, my bad :P

    I didn’t get any blood work done unfortunately, since my doctor’s office refuses to do it without a specific request from my GP (and the whole reason I wanted to do a trial run DIY was because I can’t realistically do this kind of stuff the legit way at the moment), so I just went with a dose a bit higher than the dosages I’d seen recommended online for “most” people and figured it was unlikely that that wouldn’t be enough. Since I saw nipple changes almost immediately I assumed that it was doing the trick, but the expected other effects just never came and I stopped when my nipples had become large enough that I was about to start needing a bra to stop them visibly poking through my shirt.

    I didn’t really consider that the longer half-life was super relevant to the “startup delay”, most resources I found online seemed to show it nearly reaching the steady state level after only one or two doses. If that was actually the problem that’s a pretty big derp on my part, but I’m already planning to give it another shot once I’m not living at home.


  • I did estrogen monotherapy for about 2 months earlier this year. Quite frankly, the only changes I noticed was an immediate and significant increase in nipple sensitivity+size, and a reduction of nighttime erections. Other than that I didn’t notice any of the early changes which I had been lead to expect within the first few weeks: no emotional differences, no reduction in skin oiliness, no changes in body temperature, etc.

    For what it’s worth, I was taking 1.4ml/week of 40% estradiol enanthate without any antiandrogens, am in my early 20s and have a very low body mass.










  • You shouldn’t need to download any graphics drivers, Ubuntu (and pretty much every other distribution) ships with the open-source AMD driver stack by default, which are significantly better than and less hassle than the proprietary drivers for pretty much all purposes. If you’re getting video out it’s almost certainly already using the internal GPU, but if you’re unsure you can open a terminal and run sudo apt install mesa-utils and then glxinfo -B to double-check what is being used for rendering.



  • Thinking of a modern GPU as a “graphics processor” is a bit misleading. GPUs haven’t been purely graphics processors for 15 years or so, they’ve morphed into general-purpose parallel compute processors with a few graphics-specific things implemented in hardware as separate components (e.g. rasterization, fragment blending).

    Those hardware stages generally take so little time compared to the rest of the graphics pipeline that it normally makes the most sense to have far more silicon dedicated to general-purpose shader cores than the fixed-function graphics hardware. A single rasterizer unit might be able to produce up to 16 shader threads worth of fragments per cycle, so even if your fragment shader is very simple and only takes 8 cycles per pixel, you can keep 8x16 cores busy with only one rasterizer in this example.

    The result is that GPUs are basically just a chip packed full of a staggering number of fully programmable floating-point and integer ALUs, with only a little bit of fixed hardware dedicated to graphics squeezed in between. Any application which doesn’t need the graphics stuff and just wants to run a program on thousands of threads in parallel can simply ignore the graphics hardware and stick to the programmable shader cores, and still be able to leverage nearly all of the chip’s computational power. Heck, a growing number of games are bypassing the fixed-function hardware for some parts of rendering (e.g. compositing with compute shaders instead of drawing screen-sized rectangles, etc.) because it’s faster to simply start a bunch of threads and read+write a bunch of pixels in software.