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Joined 1 year ago
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Cake day: July 6th, 2023

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  • Oh God. The spaghetti belt puzzles. That’s a dark art, so tantalizing, but sets traps for the future.

    Like having one speed belt, and then a different speed belt going below it. Works for the moment, great throughput, as soon as an upgrade planner is applied boom everything stops working. A little time bomb for your future self



  • I wish it were that easy, there’s a lot of shared architecture in CPU design. So maybe there’s cache lines that are shared, those have to be disabled.

    Architecturally, maybe memory tagging for cash lines that in addition to looking at the TLB and physical addresses also looks at memory spaces. So if you’re addressing something that’s in the cache Even for another complete processor, you have to take the full hit going out to main memory.

    But even then it’s not perfect, because if you’re invalidating the cache of another core there is going to be some memory penalty, probably infotesimal compared to going to main memory, but it might be measurable. I’m almost certain it would be measurable. So still a side channel attack

    One mitigation that does come to mind, is running each program in a virtual machine, that way it’s guaranteed to have completely different physical address space. This is really heavy-handed, and I have seen some papers about the side channel attacks getting leaked information from co guest VMs in AWS. But it certainly reduces the risk surface











  • Yeah, I don’t know how to make organized post galleries in lemmy; So I used comments in the satisfactory post to dive into details… that doesn’t jive well with cross-posting.

    7 days until factorio releases, so now is a great time to warm up and finish satisfactory!

    Massively different games, I think Satisfactory is more about factory painting and designing pleasing aesthetics; There are some puzzles, but mostly the puzzles are working around the UI’s clunky CAD.

    One reason I like using a well defined Interface in a factory building game is it makes it super easy for divide and conquer. The vertical bus grew slowly as I added elements to the Bus, each step in the factory chain was a single production line with well defined inputs and outputs. Very manageable.

    For initial production runs I only build a single machine, just get the hookups setup, only if I find the bus starving later will i expand out the line, but because its all vertical into the sky, there are no limits on expanding a production line. Honestly, I feel like I played the game on super easy mode. Add production to Bus, ohh, not going fast enough - whatever dependency is starving go to its production line and expand it a bit… That was the entirety of my planning, a very simple feedback loop

    I’m in AWE of the people who make a single monolithic factory to build one component at scale! That’s a ton of planning!