Husband. Father. Programmer. Belieber.

i recently did some reversing on eac to emulate it and after breaking down their sub contextualized memory synchronization layers i found that their cr3 pivot swaps at 0xfffff8023a5de7f0 were completely vulnerable to page walk misalignment desyncs allowing for full thread deserialization within a self referencing enclave buffer this meant that by hyper extending the idt remap via a segmented ept hook at 0xfffff80764bb1290 i could seamlessly mirror syscall return states into an orphaned pml4 table effectively circumventing their heuristic based dispatcher validation eac s syscall gating handler sgh at 0x7ff67892f1d0 completely fails when you invoke a context aware tlb cache stall forcing their *ntqueryvirtualmemory *invocation layer into a false positive loop rendering their entire integrity verification stuck in a deferred stack traversal exception by artificially injecting a context switching null descriptor into their dr7 register offsets i was able to overload their event queue stack making eac believe it was still running while actually being fully desynchronized from the windows object manager to permanently halt eac service execution i hooked their obfuscated watchdog timer routine eac watchdog proc at 0xfffff80a37d45e90 and inverted its call stack through a synthetic race condition which forced their thread context to misalign its service dispatch table this caused their kernel resident page scanner to unmap itself leaving the entire anti cheat infrastructure frozen in a self referential memory loop by force injecting a recursive ntsuccess 0xc0000420 handler into their apc queue the entire system collapses into a segmented pte reallocation deadlock ensuring eac never recovers at this point the entire anti cheat exists in a suspended quantum state where their thread scheduler no longer acknowledges execution but continues reporting uptime to the watchdog service eac is finished
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I created a new Steam trailer for Grimorium to showcase all the recent changes and show off the gameplay! Thanks to LukeColombero for the awesome backing track! LukeColombero.com
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In a little less than an hour, I will be giving the opening talk at @BetterSoftwareC 2026! It's a spiritual sequel to The Big OOPs. I believe it will be streamed live at: bettersoftwareconference.com
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The Order of the Sinking Star Demo is now available on Steam during #SteamNextFest! 🥳 Enter this massive puzzle adventure from the director of Braid & The Witness, and carry over your progress to the full game later this year! 🧩 📜 All demo details > orderofthesinkingstar.com/en…
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Source-inline display of auto watch expressions, computed by determining which addresses are read from / written to by a particular range of instructions, and mapping that back to variables via location info within debug into.
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Something we've been working on...
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Fractal Splatter by Frostbyte
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Human oversight is fundamentally necessary for producing anything consumed by humans. In fact, anything consumed by an entity with a value system must inherently be produced by an entity *with a similar value system* (this is why trade can extend across some national/cultural boundaries but not all). Obviously some value structures are more relevant in some domains than others—trading bare necessities (energy, food, shelter) is easier than complex value-related products. “Intelligence” sufficient to replace human work makes this doubly true, because specific value structures (e.g. creating goods that are not to the detriment of their consumer) are not intrinsic to intelligence nor can they be explicitly programmed. Furthermore, given that software is (for all intents and purposes) an ~infinite space, human demand can expand into that space arbitrarily, requiring more and more software work. Every serious programmer knows the feeling that there is effectively an unbounded amount of work to do, and projects to investigate, almost certainly until they get bored or die. Thus, even with improved efficiency and fewer humans needed to do oversight on any one project, you’d still expect a larger number of human overseers in the end. In practice, given that the so-called “intelligence” is extremely limited, it’s capable of producing a small fraction of that total space. Thus, you’d expect supply for that fraction to rapidly increase, despite a fixed limit on demand for it—demand will be magnified in areas with much less supply, which require greater human oversight and authorship.
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Subtle things to make your shaders better: 1) Anti-aliasing - Real life is not limited to pixels so unless you're specifically going for a pixelated style, you should be anti-aliasing everything! mini.gmshaders.com/p/antiali…
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Here are some techniques I discovered through 14 years of shader programming:
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Dijkstra on why he believed programmers should stop using the term "bug"
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For any given desired computational outcome, there is some sequence of bits which encodes that. These bits of signal (of the desired outcome) can be intermixed with bits of noise. The reason why these LLM-generated codebases by default have so many obviously useless lines of code is that, for any given generative step, the LLM’s job is to package up the few signal bits (from the prompt) into a plausible presentation of other bits, which may or may not be noise. If they are extra signal (because they can be statistically inferred from the other signal bits), then that’s a win, but there’s a much higher probability that they’re actually just noise. This is why every AI generated tweet, article, or indeed code snippet contains drastically more fluff (noise) than what a focused person with reasonably good instincts for compression would produce. So, in order to actually accomplish anything (without extreme vetting, compression, and modification of generated code), the “programmer” (prompter) needs to continuously generate more code to obtain the next signal bit they wanted, at the expense of many, many more bits of noise. The result is often ~100x if not ~1000x more code than was needed, which is impossible to hand-edit, comprehensively understand, or compress. Layers upon layers of statically average nonsense, wrapping the few bits of utility you actually wanted.
i read this and was like huh thats a lot of code but surely hes built some huge super complex app it’s a blog he’s built a blog 300,000 lines of code for a blog the blog posts are all ai slop there’s like 10 lines of code per line of blog
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Wake up, babe. @spacetimedb 2.0 just dropped.
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We’re releasing our analysis of ring-1.io, a major game cheat targeted by multiple studios in recent legal actions. We partially deobfuscated several Themida-protected components and document how it hijacks Hyper-V to inject and manipulate game code. back.engineering/blog/04/02/… github.com/backengineering/r…
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God the @X For You timeline fucking sucks as of the last few weeks
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Microsoft OneDrive is rolling out AI face recognition for your photos. But you can turn it off, right? Well, you CAN, but only “three times a year,” and Microsoft hasn’t clarified what that actually means. To disable (for now), go to Privacy & Permissions → People section.
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Two weeks ago, one of our chad engineers cooked so we released our IOMMU Restriction Enforcement, which marked the end of 2PC DMA attacks using IOMMU. This is where the device itself is contained in its own memory region and cannot read outside of it. No matter what you do, tampering with that would defeat the purpose of the 2PC "security" benefit. The biggest P2C devs, including devices like HPTT that cost $4500, have all either given up or are coping on theories of how they can get around it or try to resort to finding niche stupid things that gets them detected/banned lmao. It is a relatively simple area to cover, not a particularly problematic surface area. I have collected their tears for your enjoyment imgur.com/a/iommu-judgement-… and here is a video a 2PC DMA cheat dev has posted piped.video/watch?v=IprU_G8M… This marks the end of 2PC DMA ATTACKS 2016-2025
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"LAUNCH" for(float i,z,d,f;i++<1e2;o+=vec4(3,1,d,z/f)/z){vec3 v=vec3(0,-2,7),p=z*normalize(FC.rgb*2.-r.xyx)+v,a=p;a.y*=.3;for(d=1.;d++<9.;)a-=.1*sin((a.zxy+t*v+d)*d)*p.y/d;z+=d=min(max(-p.y,length(a)-2.),f=.2+abs(length(a.xz-cos(a.zx*6.))+max(p.y/.1,-.6)))/8.;}o=tanh(o*o.a/1e3);
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The funny thing about this initiative is on paper. It sounds good. Any game you buy will be permanently yours And nobody will be able to take it from you. That is like the only positive. The negatives are: increased costs for publishers and studios (which means more expensive games), game design shifts (devs will be forced to prioritize long-term accessibility from the start which will discourage innovation in online titles as risky game design won't be as profitable long-term), smaller studios are going to seriously struggle to keep up with the legal requirements and this will create an uneven playing field where much less indie games are produced and bigger studios and publishers will maintain a monopoly over the space, because of different laws around the world if this only passes in the EU and nowhere else it will 100% screw over EU citizens with EU only versions of games that are 100% going to be worse than everywhere else due to the restrictions. And those are only a few I could keep going. From a consumer's perspective. Yes, I understand you want to be able to keep the things you buy. But that isn't the age we live in anymore. It is the digital age. Physical media is not coming back. And you can't treat digital media like it's the same.
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