Articles

(Apr 13) #c #security Save to Pocket

We recently featured an article about reverse engineerin an aim bot for DOOM that dived into the somewhat hidden world of game cheats. Well if you enjoyed that article, you should check this one out too, because authors Daax, iPower, ajkhoury, and drew do a deep dive into the world of virtual machine monitors (VMMs), which is software that enables the creation and running of virtual machines. They explore their weaknesses and possible solutions, both from an anti-cheat and cheat perspective.

(Apr 14) #graphics #signal processing Save to Pocket

Graphics have come a long way from the first video games like pong, which was basically just a two rectangles and a square moving around the screen. This can primarily be attributed to improvements in hardware, alongside graphic filtering and interpolation techniques. In this article, Bart Wronski analyzes the bilinear filter, its limitations, why it is often replaced by other filters, what causes bilinear artifacts, and generally gives you a point to start from to take a deeper dive into interpolation.

(Apr 14) #cpp #audio Save to Pocket

Working with audio can be difficult because of the small time constraints in regards to processing and manipulating the signal before it's actually meant to be heard. It means that a lot of the time, any threads dealing with audio have to be separate from other more time expensive processes. Timur Doumler has written an article about the use of C++ locks on audio threads to avoid data races, and why it's a good idea to "avoid having to do any non-trivial thread synchronisation in your audio code".

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