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Epic's EAC2 v2 seems fairly easily bypassable
Matthew Garrett looks at Epic’s Easy Anti-Cheat Linux v2 announcement and argues the design still looks bypassable in practice—walking through why userland anti-cheat on Linux is a hard security problem.
3 min · 683 words
AI is mass decompiling games. That's both awesome and scary.
Popcar surveys how coding agents are mass-decompiling game binaries, unlocking preservation and modding—while raising awkward questions about IP, security, and what ‘source available’ means when AI can recover readable code at scale.
6 min · 1,336 words
How we built the AssetHoard MCP server
AssetHoard’s Mark Gandolfo explains how the library’s built-in MCP server lets Claude Code, Cursor, and other agents search owned game assets and export into a project—and why the server is locked down so file contents stay on the user’s machine.
10 min · 2,254 words
One-shotting an Unreal Engine plugin from a 3,000-line plan
Jack Minnetian describes writing a 3,000-line plan for a voxel painting tool in Unreal Engine, handing it to an agent that returned more than 25,000 lines in fourteen hours, and what the success and failure modes say about plan-driven coding agents.
15 min · 3,353 words
Getting old Macromedia Director Games to run on modern Hardware
WerWolv revives German point-and-click adventure games from the early 2000s, such as "Findus bei den Mucklas", by reverse engineering the CD-check copy protection that Macromedia Director games shared, patching it so the games run from copies on modern Windows, and notes many similar titles used the same mechanism.
12 min · 2,806 words
500+ Billion Tokens Later: Letting AI Agents Decompile A First-Person Shooter
Maurice Heumann describes three months spent orchestrating AI coding agents to produce an accurate, compilable C++ decompilation of a popular first-person shooter, focusing on agent orchestration, infrastructure, harness design and verification rather than the game itself, and estimates 600 to 700 billion tokens were spent.
10 min · 2,206 words
mantle.nes breakdown blog part 1
Drmelon walks through building mantle.nes—a multi-month NES demake/fangame of a Deltarune Chapter 3 sequence—covering constraints, techniques, and why the project took shape.
16 min · 3,755 words
How GPT-6 Astra ascended NetHack: setup, agent loop, tool use, failure modes, and what beating a famously hard roguelike says about LLM agents in open-ended environments.
11 min · 2,477 words
Software occlusion culling in Block Game
Eniko walks through software-rendered occlusion culling for a voxel/block game on a weak integrated GPU—why CPU-side culling mattered, how the technique works, and the performance wins on modest hardware.
16 min · 3,579 words