We've started adopting the `s/` method described here by Chad Austin: https://chadaustin.me/2017/01/s/.
It means you always know where to look and it's easy to see what scripts exist.
1,584 karma · joined September 8, 2010
We've started adopting the `s/` method described here by Chad Austin: https://chadaustin.me/2017/01/s/.
It means you always know where to look and it's easy to see what scripts exist.
A lot of console (and iphone) exploits tend to share similar webkit exploit code. This ps4 exploit uses a ROP strategy from an earlier iOS exploit.
This is a pretty good overview (though from 2016) of the techniques used in the browser based exploits:
Here's some slides from the author (from last week) with a more in depth explanation:
https://github.com/creationix/js-git
I think it was initially crowdfunded.
But it is curious that there's some sort of battle simulation running (and being rendered to an invisible canvas).
(function reveal() { document.getElementById('battleCanvasDiv').style = ''; requestAnimationFrame(reveal);})()NES -> native executables: http://andrewkelley.me/post/jamulator.html
x86/Windows starcraft -> arm/Linux for openpandora: https://pyra-handheld.com/boards/threads/starcraft.73844/
(Tools used for this: https://github.com/notaz/ia32rtools)
For a lot of consoles, particularly older ones, this tends to yield worse performance than a JIT. Between different memory layouts, weird threaded code, jump tables, (and especially) self modifying code, a JIT can do a much better job building efficient code since it has all of the runtime information.
For newer consoles which more closely resemble PC hardware, things are definitely better; the current generation will basically look like the Starcraft port; an API compatibility layer.
Blackstorm is building the world's most advanced javascript game engine, among other cool products like an IDE (js.io) We are hiring senior engineers who can tackle architecture and APIs for our game engine on a small team of 3-4 folks. Blackstorm has raised more then $30M, and we have more than a million users per engineer at the company.
For flavor: our last project was to use redux as a server state timeline for 10M+ active players; before that we used code mods to port it from our propriety module and class system to es6. There are numerous projects coming up, such as first class typescript support to facilitate better tooling and API documentation, a facial tracking/AR engine, and a react-powered webgl-based UI system.
We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.
Our technologies engine have already been in front of tens of millions of users, and we're adding millions of new users monthly. This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world.
We are also actively looking for folks across range of leadership roles in product, engineering, and operations.
Please email keela@blackstormlabs.com
Subject: Blackstorm Engineering: YOUR NAME HERE
Please include a personal note about your background and interests so we can prioritize your application!
Blackstorm is building the world's most advanced javascript game engine, among other cool products like js.io. We are hiring senior engineers who can tackle architecture and APIs for our game engine on a small team of 3-4 folks.
We are currently in the process of writing code mods to port it from our propriety module and class system to es6, and will follow with first class typescript support to facilitate better tooling and API documentation.
We have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, and many other core infrastructure tools that we would welcome your support on defining and creating.
Our technologies engine have already been in front of tens of millions of users, and we're on track to hit hundreds of millions this year. This is a high leverage position, and very senior. We welcome remote for certain folks, because we're looking to build the best small engineering team in the world.
Please email keela@blackstormlabs.com Subject: Blackstorm Core Engineer
Please include a personal note about your background and interests so we can prioritize your application!
Some of the more famous involve Blizzard, with the biggest example being a suit against the creators of WowGlider, a bot for World of Warcraft (https://en.wikipedia.org/wiki/MDY_Industries,_LLC_v._Blizzar...)
The process results in a client ID and, in some cases, a client secret, which you embed in the source code of your application. (In this context, the client secret is obviously not treated as a secret.)
https://developers.google.com/identity/protocols/OAuth2 (under "Installed Applications")
http://www.riotgames.com/articles/20150817/1697/our-engineer...
If you just want string->string compilation, there's typestring, which wraps the api: https://www.npmjs.com/package/typestring
Also of interest, the current (and long beleaguered) Cincinnati public transit project, the streetcars: https://en.wikipedia.org/wiki/Cincinnati_Streetcar
Hopefully we'll actually get them this time.
Another implementation from a few years ago:
Also worth checking out is uthash[1], which has been around for ever. It's a single header file include, full featured, and pretty bulletproof.
"TypeError: undefined has no properties"
I haven't tried it, but it looks featureful enough to be useful.
https://github.com/Microsoft/referencesource/blob/master/LIC...
It has several frontends, including JVM bytecode, and several backends, including Objective-C (and vanilla C, these days).
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...