We just bought a company.
Why? Because vulnerability scanning is fundamentally broken. And I’m tired of pretending it’s fine.
We acquired Coana, the best reachability analysis engine on the planet.
The whole vuln industry is addicted to quantity over quality. More alerts, more dashboards. It’s security theater. And it doesn’t scale.
Ask any developer what they do with 1,000 security alerts. They ignore them.
Coana flips the script. It asks the only question that actually matters: Is this vulnerability even reachable by your code?
If not, who cares? Move on.
If yes, fix it fast. 💥
I’ve been obsessed with this idea for years. Why drown developers in noise when we can tell them what actually matters?
When I first saw Coana, I knew: “We have to bring this into Socket. Nothing else even comes close.”
Coana doesn’t just work — it’s freakishly good.
✅ 80%+ fewer false positives
✅ Instant results with first-of-its-kind "precomputed reachability"
✅ Full source code access is optional
✅ Can even run offline on air-gapped networks
Yeah. It’s that good.
I’m thrilled to welcome @ndrssndrgrd, @torp_martin, @amoellercsaudk, Benjamin, and the entire Coana team to Socket!
These are world-class engineers. Real researchers. Together, we’re going to build security that actually scales — and actually helps you ship faster.
Legacy tools collapsed under modern dependency trees. We’re not here to patch the current system. We’re here to replace it.
This is how we move the industry forward. 🚀
#GameMaker#GameDev RC shader in 60 lines, mostly readable. The fact that you can fit performant global illumination in a shader this small is absolutely nutty.
Also white furnace test (test radiance approaches source in enclosed volumes).
Public Repo: https://t.co/AWL04KR7pi
Did a video exploring Radiance Cascades, an exciting new approach to GI from the devs of Path of Exile 2!
Demo and video both made in #threejs!
Video: https://t.co/AKLLZTjmd1
Today, we are excited to introduce dependency visualization for reports - get a quick impression of the state of your dependencies without getting lost in the details.
Global illumination with radiance cascades, now optimized, running at ca. 0.3 ms per frame (GTX 970 GPU). No denoising or temporal accumulation. Calculated from scratch each frame. Loving the technique. Link to the WIP paper: https://t.co/ScAgqqT06I
#gamedev#indiedev
@smallbigsquare There's a great webpage by @tmpvar here: https://t.co/lEItO2sApU
It has some good links at the top as well. There have also been lots of discussion in the Radiance Cascades thread on the Graphics Programming discord server (where the author has also been responding to questions).
I keep seeing a lot of people talk about needing a log4j replacement, so I coded up this C++ version real quick. I think it preserves all the functionality of the original, at least as far as I could tell from the articles I saw:
https://t.co/QbCn5ZIid7
1/n This past weekend I gave two lectures @HarvardCMSA on “intrinsic triangulations” and how they can open new doors in geometric computing.
Videos here:
https://t.co/k2MLug5MOj
https://t.co/AJyanohyIQ
And details about the (terrific!) event here: https://t.co/yMxVx0bu13
Finished a post about instanced line rendering: https://t.co/jfwU3eXo9q
TL;DR: Leverage instancing to expand line segments in a vertex shader. Gets you fast, flexible lines with an intuitive and compact data structure. Source: https://t.co/M3ntoby3q3
Enjoy!
#regl#webgl
The DooM-chip! It will run E1M1 till the end of times (or till power runs out, whichever comes first).
Algorithm is burned into wires, LUTs and flip-flops on an #FPGA: no CPU, no opcodes, no instruction counter.
Running on Altera CycloneV + SDRAM. (1/n)
@Fishrock123@R_H_2 hrm, what feel exactly? I sense they modeled the player movement/bomb planting/economy after CS.. I guess the major difference is the character abilities?
Thanks to all of this extra restless time at home, I finally got to make something I've wanted to work on for years. Pattern by @bekathwia https://t.co/sFljwBMHJ5