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3D-Tech News Around The Web / C/C++ pointers abuse
« Last post by JeGX on June 08, 2016, 05:49:04 PM »
For those who have a hard time in understanding C/C++ pointers...

By the way, it's well-known hack to abuse pointers a little called tagged pointers. In short, if all your pointers points to blocks of memory with size of, let's say, 16 bytes (or it is always aligned on 16-byte boundary), 4 lowest bits of pointer is always zero bits and this space can be used somehow. It's very popular in LISP compilers and interpreters.

- part 1 - C/C++ pointers: yet another short example
- part 2 - C/C++ pointers: yet another abuse
- part 3 - C/C++ pointers: pointers abuse in Windows kernel
It's 2016 and we're still stuck with various shading languages - the current contenders being HLSL for Direct3D, and GLSL for OpenGL and as the "default" frontend language to generate SPIR-V for Vulkan. SPIR-V may become eventually the IL of choice for everything, but that'll take a while, so right now, you need to convert HLSL to GLSL or vice versa if you want to target both APIs.

I won't dig into the various cross-compilers today - that's a huge topic - and focus on the language similarities instead. Did you ever ask yourself how your SV_Position input is called in GLSL? Then this post is for you!


Another article that can be useful: How to Compute the Position and Normal in the Vertex Shader in OpenGL (GLSL) and Direct3D (HLSL)

3D-Tech News Around The Web / Atmosphere rendering in the video game Reset
« Last post by JeGX on June 07, 2016, 03:07:46 PM »

As Reset development heads into the home stretch (September/October target for release) and Alpo continues working on gameplay and content, I’ve been adding missing features, fixing bugs and optimizing. One of the major remaining things was to complete the atmosphere technology. We’ve felt from the start that the world outside the gameplay area is also important for immersion. We want the player to feel like they’re on a planet and not just on an island.

- Youtube:
- Blog post:
3D-Tech News Around The Web / AMD Radeon Software Crimson Edition 16.6.1
« Last post by Stefan on June 06, 2016, 09:01:30 PM »
Radeon Software Crimson Edition 16.6.1 Highlights
  • Support for:
    • Mirror's Edge Catalyst™
    • Paragon™
  • New AMD Crossfire profile available for:
    • Dark Souls III™
Fixed Issues
    • Display flickering or corruption may be experienced when playing videos in a web browser.
    • DiRT Rally™ may experience poor performance on some tracks with rainy/night scenes.
    • The HDMI® display scaling options in Radeon Settings may be missing when the display is set to an interlaced resolution.
    • The AMD Crossfire™ technology mode options in Radeon Settings may not take effect on Origin or Uplay applications.
    • Fallout™ 4 may experience flickering in AMD Crossfire™ technology mode for some game textures.
    • Flickering on Oculus Rift™ headsets may be experienced when multiple displays are connected with differing resolutions.
    • Radeon Settings additional settings page may fail to open after performing a Windows Update and then installing the latest Radeon Software Crimson Edition.
This is chapter XIII(b) from “beta” Volume 2 of the upcoming book “Development&Deployment of Multiplayer Online Games”, which is currently being beta-tested.

There are quite a few common wisdoms when it comes to C++ and games. As it always the case when facing a bunch of common wisdoms, some of them have their merits, some are obsolete-beyond-belief, and some are just taken from a very different context and are not really applicable. Let’s take a look at the most popular ones.

3D-Tech News Around The Web / x64dbg: An open-source x64/x32 debugger for Windows
« Last post by JeGX on June 06, 2016, 02:46:14 PM »
x64dbg is a x64/x32 debugger that is currently in active development.

The debugger (currently) has three parts:
- Bridge

DBG is the debugging part of the debugger. It handles debugging (using TitanEngine) and will provide data for the GUI.

GUI is the graphical part of the debugger. It is built on top of Qt and it provides the user interaction.

Bridge is the communication library for the DBG and GUI part (and maybe in the future more parts). The bridge can be used to work on new features, without having to update the code of the other parts.

    Intuitive and familiar, yet new user interface
    C-like expression parser
    Full-featured debugging of DLL and EXE files (TitanEngine)
    IDA-like sidebar with jump arrows
    IDA-like instruction token highlighter (highlight registers etc.)
    Memory map
    Symbol view
    Thread view
    Content-sensitive register view
    Fully customizable color scheme
    Dynamically recognize modules and strings
    Import reconstructor integrated (Scylla)
    Fast disassembler (capstone)
    User database (JSON) for comments, labels, bookmarks etc.
    Plugin support with growing API
    Extendable, debuggable scripting language for automation
    Multi-datatype memory dump
    Basic debug symbol (PDB) support
    Dynamic stack view
    Built-in assembler (XEDParse)
    View your patches and save them to disk
    Built-in hex editor
    Find patterns in memory

The M/o/Vfuscator (short 'o', sounds like "mobfuscator") compiles programs into "mov" instructions, and only "mov" instructions. Arithmetic, comparisons, jumps, function calls, and everything else a program needs are all performed through mov operations; there is no self-modifying code, no transport-triggered calculation, and no other form of non-mov cheating.


The SUBfuscator post-processor - translates M/o/Vfuscated C into only sub instructions:
3D-Tech News Around The Web / Re: VLC media player 2.2.4 released
« Last post by JeGX on June 06, 2016, 02:38:36 PM »
Added to the Download Zone.

3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« Last post by JeGX on June 06, 2016, 02:31:20 PM »
I added the latest version of CDBurnerXP to the DL list. I scanned it with AVG and found nothing. Seems clean.
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