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Government

Snowden Used Software Scraper, Say NSA Officials 227

An anonymous reader writes with this excerpt from the New York Times: "Intelligence officials investigating how Edward J. Snowden gained access to a huge trove of the country's most highly classified documents say they have determined that he used inexpensive and widely available software to 'scrape' the National Security Agency's networks, and kept at it even after he was briefly challenged by agency officials. Using 'web crawler' software designed to search, index and back up a website, Mr. Snowden 'scraped data out of our systems' while he went about his day job, according to a senior intelligence official. 'We do not believe this was an individual sitting at a machine and downloading this much material in sequence,' the official said. The process, he added, was 'quite automated.'"
First Person Shooters (Games)

Code Review of Doom For the iPhone 161

Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom. It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform. "Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges: Doom was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But Doom sectors were made of arbitrary forms. Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."

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