DRM refers to Direct Rendering Manager in this context.
I'd recommend checking out qui - still web-based but extremely well made.
They didn't explain those in detail because they didn't implement these concepts themselves. The GameNetworkingSockets library (and most likely also the internal network backend that was mentioned) provides them: > A…
> The system also has no relation to ChimeraOS, besides the unfortunate name similarity. ChimeraOS used to be called GamerOS and renamed itself to ChimeraOS later; however, at this point Chimera Linux was already in…
Pretty sure the source engine used to have single-threaded audio for a long time. They worked around the buffer underrun problem by inserting calls to their sound update function at multiple points during the frame,…
You might want to check out https://adnauseam.io/ then.
If you're talking about Windows here, then you could write some code that intercepts the system calls used by common keyloggers (GetAsyncKeyState, SetWindowsHookEx with WH_KEYBOARD / WH_KEYBOARD_LL, etc) using hooking,…
WOW64 syscalls are indeed implemented using heaven's gate, the 32-bit ntdll calls into a "wow64cpu.dll" module, which does the long-mode transition and ends up calling into the 64-bit ntdll. Unfortunately manual…
Maybe tsc already does this, but why not just make extensive use of caching to get the compile times for "incremental builds" under control? Why would it have to re-check all 10,000 files in my project just because I…
The problem is that running Windows in a VM is an easy way of getting around current Anti-Cheat software. You can write a cheat that runs on the host OS and reads/writes game memory by directly accessing the guest…
SDR works well and the latency is decent, but this would probably force you to drop the non-steam release or make some of the servers steam-only?
DRM refers to Direct Rendering Manager in this context.
I'd recommend checking out qui - still web-based but extremely well made.
They didn't explain those in detail because they didn't implement these concepts themselves. The GameNetworkingSockets library (and most likely also the internal network backend that was mentioned) provides them: > A…
> The system also has no relation to ChimeraOS, besides the unfortunate name similarity. ChimeraOS used to be called GamerOS and renamed itself to ChimeraOS later; however, at this point Chimera Linux was already in…
Pretty sure the source engine used to have single-threaded audio for a long time. They worked around the buffer underrun problem by inserting calls to their sound update function at multiple points during the frame,…
You might want to check out https://adnauseam.io/ then.
If you're talking about Windows here, then you could write some code that intercepts the system calls used by common keyloggers (GetAsyncKeyState, SetWindowsHookEx with WH_KEYBOARD / WH_KEYBOARD_LL, etc) using hooking,…
WOW64 syscalls are indeed implemented using heaven's gate, the 32-bit ntdll calls into a "wow64cpu.dll" module, which does the long-mode transition and ends up calling into the 64-bit ntdll. Unfortunately manual…
Maybe tsc already does this, but why not just make extensive use of caching to get the compile times for "incremental builds" under control? Why would it have to re-check all 10,000 files in my project just because I…
The problem is that running Windows in a VM is an easy way of getting around current Anti-Cheat software. You can write a cheat that runs on the host OS and reads/writes game memory by directly accessing the guest…
SDR works well and the latency is decent, but this would probably force you to drop the non-steam release or make some of the servers steam-only?