u/Leogis

Why would you catch ARP packets or IP traffic before routing?

Hey,

While checking out NfTables, I have noticed it allows you to catch ARP packets and IP packets before routing decisions and re-assembly (netdev familly)

Out of curiosity, does anyone do that and what for? Netdev to block everything that doesnt come from a specific IP/network?

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u/Leogis — 13 hours ago
▲ 45 r/gamedev

I've seen it come up a lot of times in different contexts : the idea that "pixel art is slower and more complicated because it forces you to redraw everything, every time." while 3D "is faster because you only have to model once and then you can re-use the same model over and over and animate it"

But after thinking about it, i'm not so sure it's always true.

If you have 1 player character and 1 ennemy :

- With pixel art, you need 2 spritesheets, let's say 2*30 drawings

- with 3D you need two models, two rigs, and 2 times the animation

With 2D, most of the time spent is on drawing the spritesheet while in 3D a lot of time will be spent on modelling, texturing and righing with less time spent on animating (relatively speaking)

If you take an existing ennemy/character and have it do "one extra thing", 3D has a clear advantage because you can keep the model and only animate one extra action while 2D forces you to redraw the whole thing.

But if you add one ennemy, you have to redo the modelling, the texturing and the rigging before you can animate while in 2D it's just another spritesheet.

Same with the levels, for 3D it's gonna be a whole environment kit, texturing, placing, etc while 2D is gonna be a set of drawings.

It all comes down to how long it takes to create a spritesheet versus how long takes to model, texture, rig and animate, and i'm not so sure drawing a spritesheet takes longer.

Thoughts?

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u/Leogis — 23 days ago