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Cake day: June 23rd, 2023

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  • There’s also a nifty optimization detail that was included originally in Breath of the Wild to deal with memory constraints, and eventually weaved as both a core part of the plot and a balance mechanic: the Red Moon phenomenon, that resets the state of the overworld at regular intervals. The developers originally explained that at the first stages of development, they had to deal with the fact that the game would eventually run out of RAM while tracking the status of every single enemy, so they decided to add a way to clear the slate, and settled for one of the best ways to integrate it in the lore of the game - explaining it to be caused by the malice of Ganon making all the slain creatures go back to life. And in an open-world game with weapon degradation, it’s highly appreciated to have a reliable source of additional weaponry, simply by waiting for the next Red Moon to defeat a few more enemies and take their weapons. I doubt that degradation would have stuck in the game if it weren’t for the Red Moon making the pull-and-push of resource management balanced - without it, there would be a point in the game where Link would have exhausted all available sources of weaponry and be doomed to play the pacifist for potentially the rest of the game.




















  • I’m aware of PXE, but in order to do so you need either of:

    • the boot image supplying server being in the same intranet as the rest of the other servers, or
    • some sort of method to point the diskless server to the correct external IP address to listen to

    Since the first mode is probably too unsafe, that leaves us with the second mode. Either the operator memorizes a specific IP address and types it into the BIOS each time the server is rebooted, or the IP address (and possibly the checksum of the image) are stored in a single-use pendrive that the operator carries. I wonder which of these two methods is used in this case.