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'Company-specific knowledge' is covered by NDAs, which are universally (in the US and most other countries) recognized. If you don't want them to leave at all, compete.
"VM = interpreter. No matter how much marketing people may want to convince you otherwise. If it's not native code, it's not run by native CPU, but by a virtual machine, it means it's interpreted."
Nonsense. A just-in-time compiler compiles the bytecode to native code at runtime. Claiming this is "not native code" is BS.
Posted
by
Soulskill
from the how-not-to-accomplish-something dept.
Concerned Wikipedian writes "Starting December 4th, Wikipedia administrators noticed a surge of edits from certain IP addresses. These IPs turned out to be the proxies for the content filters of at least 6 major UK ISPs. After some research by Wikipedians, it appears that the image of the 1970s LP cover art of the Scorpions' 'Virgin Killer' album has been blocked because it was judged to be 'child pornography,' and all other attempts to access Wikimedia foundation sites from these ISPs are being proxied to only a few IP addresses. This is causing many problems for Wikipedia administrators, because much of the UK vandalism now comes from a single IP, which, when blocked, affects potentially hundreds of thousands of anonymous users who intend no harm and are utterly confused as to why they are no longer able to edit. The image was flagged by the the Internet Watch Foundation, which is funded by the EU and the UK government, and has the support of many ISPs and online institutions in the UK. The filter is fairly easy to circumvent simply by viewing the article in some other languages, or by logging in on the secure version of Wikipedia."
This is not true whatsoever of game code, which is the primary matter at hand. Rarely does a game company write a new engine from scratch, even when they want a very different version. E.g. Quake III is based on Quake II is based on Quake I, UT3 is based on UT2k4 is based on UT2k3 (can't remember the UTE version numbers).
When you're talking about game engines, however, recycling code isn't just an option, it's a necessity. You're not going to rewrite half a million lines of code if you don't have to -- it makes no sense. You update the engine, add new logic, and package it with new assets to release a new game. It's the only way that makes sense.
The code is used for other projects by the same company. Few companies release their old/failed code -- id being the only game company I know of that does so (GPLing their old code).
Where in either of these documents did it say that the routine was written in assembly? I believe you were confused by the PDF's use of a disassembler.