master
Miloslav Ciz 3 months ago
parent 39c762a85e
commit 13b65cd657

@ -56,7 +56,7 @@ The following is a list of just SOME attributes of capitalism -- note that not a
- **commerce infects absolutely everything**: In advanced capitalism there is no such thing as a commerce free zone, everything is privatized eventually and serves selfish interests. There is **nowhere to hide**, capitalism has to work towards eliminating escape places as abused people will want to naturally retreat from a place of abuse somewhere safe. Nowadays even such areas as health care, welfare or [education](education.md) of children is permeated by money, ads and corporate propaganda. Even [nonprofits](nonprofit.md) have to make money. Educational videos in schools are preceded with [ads](marketing.md) (as they are played on [YouTube](youtube.md)), propagandists even legally go to school and brainwash little children (they call it "education in financial literacy" and teach children that they should e.g. create bank accounts in the propagandist's specific bank).
- **destruction of life environment**: This is nowadays already pretty clear, [global heating](global_warming.md) is attributed mainly to capitalism and is seen as maybe the most likely doom that's probably already unavoidable. Lack of long term planning and any concern for anything but money, along with consumerism and extreme waste (of energy, physical waste such as plastic, toxic chemicals etc.) lead to building bullshit factories and performing unnecessary activity for economic reasons (e.g. transporting materials over the globe for assembly, then transporting it back), leading to extreme pollution of air (visible air smog already makes it hard to breathe in many cities), water (it is no longer safe to drink rain water as it used to be) and food (microplastic particles are already basically EVERYWHERE, eating them can't be avoided). Forests that are necessary for cleaning air, host many precious life forms and are overall a key part of ecosystem are being destroyed rapidly, entire species are disappearing very quickly. And that's just a quick sum up.
- **rule of idiots**: Under capitalism the incompetent become successful as success isn't a matter of competence at art but rather willingness to win for any cost, matter of persevering despite being untalented, succumbing to unethical behavior, investing into "promoting" oneself through marketing, social media etc. The truly skilled and intelligent often see the system is bullshit, the skilled are skilled before they want to do their art rather than engage in fights, so they get depressed and disgusted and leave to live in the underground, they live only for their art, opening the way for the unskilled, stupid and at best average thirsty for success. That's why there are so many "professional" wedding photographers who know absolutely nothing about photography, so many elementary school drop outs who become celebrities on TikTok and YouTube who go on to advise the masses on who to vote for in the elections, so many shitty movies, music and games, so many "programmers" and "security experts" who can't do elementary school math etc.
- **loss of ethical behavior**: Ethical behavior is a disadvantage in a competitive environment of the market, it is a limitation. Those trying to behave ethically (e.g. fair prices or good treatment of employees) will simply lose to the unethically behaving ones and be eliminated from the market. Eventually there only remain unethically behaving entities, which is exactly what we are seeing nowadays -- there basically doesn't exist a single ethically behaving corporation in the world (which has however already been normalized and is no longer seen as an issue).
- **loss of ethical and moral behavior**: Ethical behavior is a disadvantage in a competitive environment of the market, it is a limitation. Those trying to behave ethically (e.g. fair prices or good treatment of employees) will simply lose to the unethically behaving ones and be eliminated from the market. Eventually there only remain unethically behaving entities, which is exactly what we are seeing nowadays -- there basically doesn't exist a single ethically behaving corporation in the world (which has however already been normalized and is no longer seen as an issue). { Where I live there is an old proverb that says "self praise stinks", it's an old wisdom that correctly states people who aren't humble are always evil idiots. Capitalism stands on massive marketing and basically goes all in on this evil, marketing school are nothing but teaching self praise. ~drummyfish }
- **anti-people design**: By definition in capitalism technology is not to serve people, it is to serve companies to make profit and abuse people, so technology spies on its users, refuses to work ([DRM](drm.md), ...) shows [ads](ad.md), forces children into purchases (predatory [games](game.md)), breaks on purpose so as to enforce a paid repair etc.
- **[censorship](censorship.md)**: One kind of capitalist censorship is so called [intellectual property](intellectual_property.md) (allowing "ownership" of ideas, art etc.), but there are many more, e.g. so called [moderation](moderation.md) of social media which censors specific political views (deemed "politically incorrect" and hence "dangerous" for the advertising potential or brand of the platform) or sharing of certain facts (e.g. those revealing unethical practice of the platform itself, negative reviews of its products etc.). Privately owned media lawfully censor and manipulate information so as to manipulate people in whichever way they see will bring them most profit. While "intellectual property" is marketed as "protecting intellectual workers", in practice it serves corporations and states to do whatever they want, from political censorship, deception and implementing surveillance (justified by "anti[piracy](piracy.md)") to legal bullying and implementing artificial scarcity ("no, you can't grow this type of food on your field as the plant is patented; only we can grow it and you have to buy it from us in order to live").
- **[surveillance](surveillance.md)**: Companies want to analyze behavior of people, manipulate them, target ads, spam, train neural networks on their data etc., so there is a huge interest in applying surveillance. Indeed, this is exactly what we see in practice -- this is not even a conspiracy theory, cases of revealed mass surveillance are almost daily news.

@ -6,7 +6,7 @@ There is a [reddit](reddit.md) community for discussing the collapse at https://
Collapse of civilizations has been a repeated theme throughout [history](history.md), it is nothing new or exceptional, see e.g. Maya empire collapse, Bronze age collapse, the fall of Rome etc. It usually comes when a civilization reaches high complexity and becomes "spoiled", morally corrupt and socially divided, which may also be "helped" by technological advancement (e.g. the Bronze age collapse is speculated to have been partially caused by the new technology of iron which has broken the old established structures) -- basically just what we are seeing today. Economic interdependence is especially dangerous, and since we are currently living under extreme form of [capitalism](capitalism.md), we are extremely subjected to this threat: everyone is hyperspecialized and so practically no one is self sufficient, people don't know how to make food, build homes, make tools, factories are unable to produce anything without dozens of other companies providing material, technology and services for them; everything depends on highly complex and extremely fragile production chains. Besides dependence on economy, an equal or even greater danger may be our **absolute dependence on computer [technology](technology.md)**: nothing works without computers and [Internet](internet.md), even that which could and should: factories, traffic, governments, hospitals, even many basic tools ("[smart](smart.md)" ones, "tools as a service", ...). It is extremely likely we'll sooner or later sustain a blow that will paralyze the Internet and computers, be it a natural disaster such as coronal mass ejection, an economic disaster (supply chains collapsing, ...), political disaster (war, cyber attacks, ...), unintentional or intentional "accident" ("oops, I just turned off all computers in the world that are running Windows" --[Microsoft](microsoft.md) employee), simple unsustainability of [maintenance](maintenance.md) of the exponentially growing complexity of computers or anything similar ([AI](ai.md) taking over the internet? :]). Thinking about it deeper, it seems like a miracle we are still here.
In technological world a lot of people are concerned with the collapse, notable the [collapse OS](collapse_os.md), an operating system meant to run on simple [hardware](hw.md) after the technological supply chain collapses and renders development of modern computers impossible. They believe the collapse will happen before 2030. The chip shortage, financial, climatic and energetic crisis and beginning of war in Europe as of early 2020s are one of the first warnings showing how fragile the systems really is.
In **[technological](tech.md) world** more and more people are concerned about the collapse, notably e.g. the [Collapse OS](collapse_os.md)/[Dusk OS](duskos.md), operating systems meant to run on simple [hardware](hw.md) after the technological supply chain collapses and renders development of modern computers impossible. Collapse technology has its specific focus and areas of interest, for example [bootstrapping](boot.md) (a kind of self containment that allows the technology to set itself up), [self hosting](self_hosting.md), [simplicity](kiss.md), repairability, durability, offline work, low power consumption, usage of improvised parts (see e.g. [salvage computing](salvage_computing.md)). Collpase OS website predicted the collapse would happen before 2030. The chip shortage, financial, climatic and energetic crisis and beginning of war in Europe as of early 2020s are one of the first warnings showing how fragile the systems really is. { I also believe it to be most probable the collapse will come before 2030, but of course there is still a good chance it will be another decade or two late, this is impossible to predict with accuracy. In any case we have to get ready as soon as possible. ~drummyfish }
[Ted Kaczynski](ted_kaczynski.md) (a famous primitivist mathematician that committed mass murderer to warn about the decline of society due to complex technology) has seen the collapse as a possible option. Internet bloggers/vloggers such as [Luke Smith](luke_smith.md) and *no phone man* advocate (and practice) simple, independent off-grid living, possibly to be prepared for such an event. Even [proprietary](proprietary.md) normies like [Jonathan Blow](jonathan_blow.md) warn of a coming disaster (in his talk *Preventing the Collapse of Civilization*). [Viznut](viznut.md) is another programmer warning about the collapse.

@ -7,12 +7,12 @@ There are two main types of collision detection:
- **[discrete](discrete.md)**: Detecting collisions only at one point in time (each engine tick or "frame") -- this is easier but can result in detecting the collisions in wrong ways or missing them completely (imagine a fast flying object that in one moment is wholly in front of a wall and at the next instant wholly behind it). Nevertheless this is completely usable, one just has to be careful enough about the extreme cases.
- **[continuous](continuous.md)**: Detecting collisions considering the continuous motion of the bodies (still done at discrete ticks but considering the whole motion since the last tick) -- this is more difficult to program and more costly to compute, but also correctly detects collisions even in extreme cases. Sometimes engines perform discrete detection by default and use continuous detection in special cases (e.g. when speeds become very high or in other error-prone situations). Continuous detection can be imagined as a collision detection of a higher dimensional bodies where the added dimension is time -- e.g. detecting collisions of 2D circles becomes detecting collisions of "tubes" in 3D space. If you don't want to go all the way to implementing continuous collisions, you may consider an in-between solution by detecting collisions in smaller steps (which may also be done only sometimes, e.g. only for high speed bodies or only when an actual discrete collision is detected).
Collision detection is non-trivial because we need to detect not only the presence of the collision but also its parameters which are typically the exact **point of collision, collision depth and collision [normal](normal.md)** -- these are needed for subsequently resolving the collision (typically the bodies will be shifted along the normal by the collision depth to become separated and [impulses](impulse.md) will be applied at the collision point to update their velocities). We also need to detect **general cases**, i.e. collisions of whole volumes (imagine e.g. a tiny cuboid inside an arbitrarily rotated bigger cone). This is very hard and/or expensive for some complex shapes such as general 3D triangle meshes (which is why we approximate them with simpler shapes). We also want the detection algorithm to be at least reasonably **fast** -- for this reason collision detection mostly happens in two phases:
Collision detection is non-trivial and in many cases really hard because we need to detect NOT JUST the presence of the collision but also its parameters which are typically the exact **point of collision, collision depth and collision [normal](normal.md)** (but potentially also other ones, depending on what we're doing, e.g. volume of overlap etc.) -- these are needed for subsequently resolving the collision (typically the bodies will be shifted along the normal by the collision depth to become separated and [impulses](impulse.md) will be applied at the collision point to update their velocities). We also need to detect **general cases**, i.e. not just collisions of surfaces but of WHOLE VOLUMES (imagine e.g. a tiny cuboid inside an arbitrarily rotated bigger cone). This is very hard and/or expensive for some complex shapes such as general 3D triangle meshes (which is why we approximate them with simpler shapes), but even for relatively simple shapes like arbitrarily rotated 3D boxes the solution is not easy. We also want the detection algorithm to be at least reasonably **fast** -- for this reason collision detection mostly happens in two phases:
- **broad phase**: Quickly estimates which bodies MAY collide, usually with [bounding volumes](bounding_volume.md) (such as spheres or [axis aligned bounding boxes](aabb.md)) or space indexing and algorithms such as *[sweep and prune](sweep_and_prune.md)*. This phase quickly opts-out of checking collision of objects that definitely CANNOT collide because they're e.g. too far away.
- **narrow phase**: Applying the precise, expensive collision detection on the potentially colliding pairs of bodies determined in the broad phase. This yields the real collisions.
In many cases it is also important to correctly detect the **order of collisions** -- it may well happen a body collides not with one but with multiple bodies at the time of collision detection and the computed behavior may vary widely depending on the order in which we consider them. Imagine that body *A* is colliding with body *B* and body *C* at the same time; in [real life](real_life.md) *A* may have first collided with *B* and be deflected so that it would have never hit *C*, or the other way around, or it might have collided with both. In continuous collision detection we know the order as we also have exact time coordinate of each collision (even though the detection itself is still computed at discrete time steps), i.e. we know which one happened first. With discrete collisions we may use [heuristics](heuristic.md) such as the direction in which the bodies are moving, but this may fail in certain cases (consider e.g. collisions due to rotations).
In many cases it is also important to correctly detect the **order of collisions** in time -- it may well happen a body collides not with one but with multiple bodies at the time of collision detection and the computed behavior may vary widely depending on the order in which we consider them. Imagine that body *A* is colliding with body *B* and body *C* at the same time; in [real life](real_life.md) *A* may have first collided with *B* and be deflected so that it would have never hit *C*, or the other way around, or it might have collided with both. In continuous collision detection we know the order as we also have exact time coordinate of each collision (even though the detection itself is still computed at discrete time steps), i.e. we know which one happened first. With discrete collisions we may use [heuristics](heuristic.md) such as the direction in which the bodies are moving, but this may fail in certain cases (consider e.g. collisions due to rotations).
**On shapes**: general rule is that **mathematically simpler shapes are better for collision detection**. Spheres (or circles in 2D) are the best, they are stupidly simple -- a collision of two spheres is simply decided by their [distance](distance.md) (i.e. whether the distance of their center points is less that the sum of the radia of the spheres), which also determines the collision depth, and the collision normal is always aligned with the vector pointing from one sphere center to the other. So **if you can, use spheres** -- it is even worth using multiple spheres to approximate more complex shapes if possible. [Capsules](capsule.md) ("extruded spheres"), infinite planes, half-planes, infinite cylinders (distance from a line) and axis-aligned boxes are also pretty simple. Cylinders and cuboids with arbitrary rotation are bit harder. Triangle meshes (the shape most commonly used for real-time 3D models) are very difficult but may be [approximated](approximation.md) e.g. by a [convex hull](convex_hull.md) which is manageable (a convex hull is an intersection of a number of half-spaces) -- if we really want to precisely collide full 3D meshes, we may split each one into several convex hulls (but we need to write the non-trivial splitting algorithm of course). Also note that you need to write a detection algorithm for any possible pair of shape types you want to support, so for *N* supported shapes you'll need *N * (N + 1) / 2* detection algorithms.

@ -2,7 +2,7 @@
*"English Motherfucker, do you speak it?"*
English is a natural human language spoken mainly in the [USA](usa.md), UK and Australia as well as in dozens of other countries and in all parts of the world. It is the default language of the world. It is a pretty simple and [suckless](suckless.md) language (even though not as suckless as [Esperanto](esperanto.md)), even a braindead man can learn it { Knowing Czech and learning Spanish, which is considered one of the easier languages, I can say English is orders of magnitude simpler. ~drummyfish }. It is the lingua franca of the tech world and many other worldwide communities. Thanks to its simplicity (lack of declension, fixed word order etc.) it is pretty suitable for computer analysis and as a basis for [programming languages](programming_language.md).
English is a natural [human language](human_language.md) spoken mainly in the [USA](usa.md), UK and Australia as well as in dozens of other countries and in all parts of the world (with about 1.5 billion speakers). It is the default language of the world nowadays. Except for the awkward relationship between written English and its pronunciation it is a pretty simple and [suckless](suckless.md) language (even though not as suckless as [Esperanto](esperanto.md)), even a braindead man can learn it { Knowing Czech and learning Spanish, which is considered one of the easier languages, I can say English is orders of magnitude simpler. ~drummyfish }. It is the lingua franca of the tech world (virtually every [programming language](programming_language.md) is based on English for example) and many other worldwide communities as well as the [Internet](internet.md). Thanks to its simplicity (lack of declension, fixed word order, relatively simple grammatical rules etc.) it is pretty suitable for computer analysis and as a basis for [programming languages](programming_language.md).
If you haven't noticed, this wiki is written in English.

@ -1,5 +1,7 @@
# Marketing
*Self praise stinks.* --Czech proverb
Marketing is an unethical practice, plentifully used in [capitalism](capitalism.md), of forcing a product or corporate propaganda by means of lying, tricks, brainwashing, torture, exploiting psychological weaknesses of people and others. This manifests mostly as advertisements and commercials in media but also in other ways such as fake product reviews, product placement etc.
Specific practices used in marketing are:

@ -0,0 +1,5 @@
# Military
Military is the official [state](state.md) terrorist organization specialized in killing, genocide, torture, destruction, rape and other oppression of people outside the state's country, mainly through physical force; the purpose of military is [war](war.md) for which it largely consists of [army](army.md), a group of professional murderers who, for doing the most immoral things imaginable, get a great amount of benefits from the state, such as financial security and propaganda support (the title of [hero](hero_culture.md)). Military complements [police](police.md), a similar organization which however specializes in killing people inside the country.
**If you can, get military technology**, e.g. from army shops etc. (but be sure to get the true army stuff, not just something branded as such). The reason is that military gets the best technology -- unlike [consumer](consumerism.md) technology, which is designed to break on purpose and never last very long, the army needs reliable, durable tools that last long, work in harsh conditions and can be repair in the field. So if you can get your hands on a military laptop, go for it.

@ -8,9 +8,9 @@ In connection to software the word *portable* also has one other meaning used ma
## How To Make Portable Programs
In short: use **[abstraction](abstraction.md)** (only necessarily small amount) to not get tied to any specific platform (separate [frontend](frontend.md) and [backend](backend.md)), **[keep it simple](kiss.md)**, **minimize [dependencies](dependency.md)** (minimize use of [libraries](library.md) and requiring hardware such as [floating point](float.md) unit or a [GPU](gpu.md), have [fallbacks](fallback.md)), write efficient, [simple](kiss.md) code (lower hardware demands will support more platforms), avoid platform-specific features (don't write in [assembly](assembly.md) as that's specific to each CPU, don't directly use [Linux](linux.md) [syscalls](syscall.md) as these are specific to Linux etc.). Also use **[self hosting](self_hosting.md)** (i.e. write your programming language in itself etc.) to make your program self contained and minimize dependencies on anything external.
In short: use **[abstraction](abstraction.md)** (only necessarily small amount) to not get tied to any specific platform (separate [frontend](frontend.md) and [backend](backend.md)), **[keep it simple](kiss.md)**, **minimize [dependencies](dependency.md)** (minimize use of [libraries](library.md) and requiring hardware such as [floating point](float.md) unit or a [GPU](gpu.md), have [fallbacks](fallback.md)), write efficient, [simple](kiss.md) code (lower hardware demands will support more platforms), avoid platform-specific features (don't write in [assembly](assembly.md) as that's specific to each CPU, don't directly use [Linux](linux.md) [syscalls](syscall.md) as these are specific to Linux etc.). Also use **[self hosting](self_hosting.md)** (i.e. write your programming language in itself etc.) to make your program **[self contained](self_contained.md)** and minimize dependencies on anything external.
Remember, portability is about **making it easy for a programmer to take your program and make it run elsewhere**, so portability is kind of a mindset, it is about constantly putting oneself in the shoes of someone else with a very different computer and asking questions such as "how hard will it be to make this work if this library isn't available?". Even things that are supposed or commonly expected to be present on all platforms, such as a file system or a raster screen, may not be present on some computers -- always remember this.
Remember, portability is about **making it easy for a programmer to take your program and make it run elsewhere**, so portability is kind of a mindset, it is about constantly putting oneself in the shoes of someone else with a very different computer and asking questions such as "how hard will it be to make this work if this library isn't available?" and "how hard would it be make this work in a desert?"; see also **[bootstrapping](boot.md)**. Even things that are supposed or commonly expected to be present on all platforms, such as a file system or a raster screen, may not be present on some computers -- always remember this.
**Do NOT use big [frameworks](framework.md)/engines** -- it is one of the greatest misconceptions among many inexperienced programmers to think portable software is created with big frameworks, such as the [Godot](godot.md) engine or the [QT](qt.md) framework, which can "single click" export/deploy software to different platforms. This will merely achieve creating a badly [bloated](bloat.md) multiplatform program that's completely dependent on the framework itself which drags along hundreds of [dependencies](dependency.md) and wastes computing resources (RAM, CPU, storage, ...) which are all factors directly contradicting portability. If you for example create a snake game in Godot, you won't be able to port it to [embedded](embedded.md) devices or devices without an operating system even though the snake game itself is simple enough to run on such devices -- the game drags along the whole Godot engine which is so huge, complex and hardware demanding that it prevents the simple game from running on simple hardware.

@ -1,8 +1,10 @@
# Smol Internet
Smol Internet, smol web, small web, smol net, dork web, poor man's web, web revival, web 1.0 and similar terms refer to Internet technology (such as [gopher](gopher.md), [gemini](gemini.md), plain [HTML](html.md) etc.) and communities that are smaller, [simpler](kiss.md), less controlled and less [toxic](toxic.md) than the "big mainstream Internet" (especially the [Web](www.md)) which due to [capitalism](capitalism.md) became littered with [shit](shit.md) like [ads](marketing.md), unbearable [bloat](bloat.md), censorhip, [spyware](spyware.md), corporate propaganda, masses of [retarded people](influencer.md), [bullshit](bullshit.md) cheap visuals like animations etc. Consider this analogy: the mainstream, i.e. [world wide web](www.md), [Discord](discord.md), [Facebook](facebook.md) etc., is like a big shiny city, but as the city grows and becomes too stressful, overcrowded, hasted, overcontrolled with police and ads on every corner, people start to move to the countryside where life is simpler and happier -- smol Internet is the countryside.
Smol Internet, smol web, small web, smol net, dork web, poor man's web, web revival, web 1.0 and similar terms refer to [Internet](internet.md) [technology](tech.md) (such as [gopher](gopher.md), [gemini](gemini.md), plain [HTML](html.md) etc.) and communities that are smaller (see [minimalism](minimalism.md)), [simpler](kiss.md), less controlled/centralized and less [toxic](toxic.md) than the "big" mainstream/commercial Internet (especially the [web](www.md)) which due to [capitalism](capitalism.md) became littered with [shit](shit.md) like [ads](marketing.md), unbearable [bloat](bloat.md), [censorship](censorship.md), [spyware](spyware.md), corporate propaganda, masses of [retarded people](influencer.md), [bullshit](bullshit.md) cheap visuals like animations etc. Consider this analogy: the mainstream, i.e. [world wide web](www.md), [Discord](discord.md), [Facebook](facebook.md) etc., is like a big shiny city, but as the city grows and becomes too stressful, overcrowded, hasted, overcontrolled with police and ads on every corner, people start to move to the countryside where life is simpler and happier -- smol Internet is the countryside.
What EXACTLY constitutes the Smol Internet? Of course we don't really have exact definitions besides what people write on blogs, it also depends on the exact term we use, e.g. smol web may refer specifically to lightweight self-hosted websites while smol net will also include different protocols than [HTTP(s)](http.md) (i.e. things outside the Web). But we are usually talking about simpler ([KISS](kiss.md), [suckless](suckless.md), ...), alternative, [decentralized](decentralization.md), [self hosted](self_hosting.md) technology (protocols, servers, ...), and communities that strive to escape commercially spoiled spaces. These communities don't aim to grow to big sizes or compete with the mainstream Web, they do not seek to replace the Web or achieve the same things (popularity, profitability, ...) but rather bring back the quality the Web (and similar services such as [Usenet](usenet.md)) used to have in the early days such as relative freedom, unrestricted sharing, free speech, simplicity, decentralization, creative personal sites, comfiness, [fun](fun.md) and so on. It is for the people, not for companies and corporations. Smol Internet usually refers to [gopher](gopher.md) and [gemini](gemini.md), the alternative protocols to [HTTP](http.md), the basis of the Web. Smol Web on the other hand stands for simple, plain [HTML](html.md) web 1.0 static personal/community sites on the Web itself which are however hosted independently, often on one's own server (self hosted) -- such sites can be searched e.g. with the [wiby](wiby.md) search engine. It may also include small communities such as [pubnixes](pubnix.md) like [SDF](sdf.md) and [tildeverse](tildeverse.md). Other KISS communication technology such as [email](email.md) and [IRC](irc.md) may also fall under Smol Internet.
What EXACTLY constitutes the Smol Internet? Of course we don't really have exact definitions besides what people write on blogs, it also depends on the exact term we use, e.g. smol web may refer specifically to lightweight self-hosted websites while smol net will also include different protocols than [HTTP(s)](http.md) (i.e. things outside the Web). But we are usually talking about simpler ([KISS](kiss.md), [suckless](suckless.md), ...), alternative, [decentralized](decentralization.md), [self hosted](self_hosting.md) technology (protocols, servers, ...), and communities that strive to escape commercially spoiled spaces. These communities don't aim to grow to big sizes or compete with the mainstream web, they do not seek to replace the web or achieve the same things (popularity, profitability, ...) but rather bring back the quality the web (and similar services such as [Usenet](usenet.md)) used to have in the early days such as relative freedom, unrestricted sharing, [free speech](free_speech.md), [simplicity](minimalism.md), [decentralization](decentralization.md), creative personal sites, [comfiness](comfy.md), [fun](fun.md) and so on. It is for the people, not for companies and [corporations](corporation.md). Smol Internet usually refers to [gopher](gopher.md) and [gemini](gemini.md), the alternative protocols to [HTTP](http.md), the basis of the web. Smol Web on the other hand stands for simple, plain [HTML](html.md) web 1.0 static personal/community sites on the web itself which are however hosted independently, often on one's own server (self hosted) or a server of some volunteer or non-profit -- such sites can be searched e.g. with the [wiby](wiby.md) search engine. It may also include small communities such as [pubnixes](pubnix.md) like [SDF](sdf.md) and [tildeverse](tildeverse.md). Other [KISS](kiss.md) communication technology such as [email](email.md) and [IRC](irc.md) may also fall under Smol Internet.
BEWARE: even the Smol Net gets its fair share of toxicity, nowadays especially gemini is littered with [SJW](sjw.md) fascists and [pseudominimalists](pseudominimalism.md). Avoid such places if you can.
## See Also
@ -15,5 +17,4 @@ What EXACTLY constitutes the Smol Internet? Of course we don't really have exact
- [neocities](neocities.md)
- [soynet](soynet.md)
- [webring](webring.md)
- [Fediverse](fediverse.md)
- [incelosphere](incelosphere.md)

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This is an autogenerated article holding stats about this wiki.
- number of articles: 540
- number of commits: 666
- total size of all texts in bytes: 2796678
- number of commits: 667
- total size of all texts in bytes: 2799863
longest articles:
```
104K c_tutorial.md
60K capitalism.md
64K capitalism.md
48K chess.md
48K less_retarded_society.md
44K how_to.md
@ -24,6 +24,12 @@ longest articles:
latest changes:
```
Date: Sun Jan 28 00:50:10 2024 +0100
capitalism.md
race.md
trolling.md
wiki_pages.md
wiki_stats.md
Date: Sat Jan 27 19:48:32 2024 +0100
how_to.md
jokes.md
@ -45,12 +51,6 @@ modern.md
nigger.md
paradigm.md
pedophilia.md
smol_internet.md
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Date: Thu Jan 25 15:37:55 2024 +0100
```
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