FORTNITE IS COMING TO LINUX
• Easy Anti-Cheat's Linux support couldn't protect games as well as the Windows version
• Epic is rebuilding it as EAC Linux v2, with protection much closer to Windows
• Fortnite tests it first, then other devs can use EAC v2 to bring their multiplayer games to Linux
• The new Epic Games Launcher is out now on Linux, and Fortnite will come through it once enough distros support it
WHAT YOU'LL NEED:
• TPM 2.0 & Secure Boot enabled in BIOS
• A kernel signed by a trusted distro (Ubuntu, Fedora, Debian, openSUSE, Bazzite & more)
• Any extra drivers (like NVIDIA's) signed with a trusted key too
• Measured boot (GRUB & systemd-boot do this by default)
• IOMMU enabled (not needed on handhelds)
• Kernel lockdown integrity mode on, kexec off & BPF LSM active
[Source: Epic's EAC Linux v2 blog posted today]
TASBot was at the village this year! Here is a writeup from TASBot's creator on his experience meeting all of you and showing what TASBot can do this year!
Super huge thanks to @ZetierInc for this article!
https://t.co/hdo3k8LtNM
@falco_girgis Some people use IDEs to write code...
Some people use notepad/nano to write code...
And then there's @falco_girgis...
Good stuff, though! Nothing like working with paper and pencil!
Doing animation skinning on the Sega Dreamcast and need an efficient way to accumulate N weighted joint matrices into a single skin matrix, which you can transform each vertex of your mesh against? …sounds like you could use some GAINZ, my friend!
Presenting shz_xmtrx_blend(), a hand-written inline SH4 assembly routine for adding and accumulating a matrix whose elements have all been uniformly scaled by a weight value onto the active 4x4 matrix held within the FP register back-bank of the SH4 FPU.
I just saw the Simulant engine, a user of my SH4ZAM fast-math library, get a big update to its animation and skinning system… and I couldn’t help but notice that the routine for applying an animation pose to a mesh was missing just THIS ONE VITAL ROUTINE which would’ve allowed for the construction of the weighted skin matrix and subsequent position and normal transforms by it to be done ENTIRELY within fast XMTRX registers, rather than round-tripping to and from memory doing it all in C++.
Now to get this mofo typed up, unit tested, and benchmarked, so we can measure dem sweet GAINZ! 💪
Wow, great work! I love that it looks like it really is Minecraft lava!
It can be really hard to replicate the lighting, effect and animation details of one game inside of another game's engine!
🎉 The Game Hacking Village at DEF CON was a HIT!
To volunteer next year: https://t.co/YQzGqhalLT
Follow @GameHackingGG
If you missed it, we are running the 30% off promotion for the whole month of August.
Game Hacking Village was chosen to be a @defcon Black Badge challenge this year! Huge congratulations to our winners, team "Random Greek Name" on your new Black Badge! Thank you to everyone who played this year, and we hope to see you ALL again next year!
Another goal achieved.
This weekend I had the chance to speak at @defcon@GameHackingGG Village. It was also my first time giving a full conference talk in English, which made it even more meaningful.