Friday, August 21, 2009

Gamasutra: Dirty Coding Tricks

"When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get the game out the door. In an article originally published in Gamasutra sister publication Game Developer magazine earlier this year, here are nine real-life examples of just that." Read More ...

Saturday, August 1, 2009

What a day ...

Man i m still shocked about what we have learned today. Our admin version of fps-death got leaked again and this time an admin of xj gave it away to someone who submitted a bhopscript demo to xj and then gave it to kayne who released it. Those people made him and other admins trust them. Since this is inexcusable he ll get kicked out today or tomorrow and we ll have to find a new admin who is doing his work and we can trust in.

What we learn from this is that you can t secure a program from leaking by giving it to as few people as possible ... still the temptation seems to be too big. So for future analysing programs there has to be a system that we know exactly who is using what and when and bind programs to computers even for people you think you can trust absolutly and of course an emergency shutdown so noone can use these progs after a leak. To do this and make it as hard to hack as possible will be a lot of work but it seems to be necessary.