Exploiting vulnerabilities in Cellebrite UFED and Physical Analyzer from an app's perspective (2021)
https://signal.org/blog/cellebrite-vulnerabilities
@DevMisc
#security #signal #writeup
Cellebrite makes software to automate physically extracting and indexing data from mobile devices. They exist within the grey – where enterprise branding joins together with the larcenous to be called “digital intelligence.” Their customer list has included authoritarian regimes in Belarus, Russia, Venezuela, and China; death squads in Bangladesh; military juntas in Myanmar; and those seeking to abuse and oppress in Turkey, UAE, and elsewhere. A few months ago, they announced that they added Signal support to their software.
https://signal.org/blog/cellebrite-vulnerabilities
@DevMisc
#security #signal #writeup
I Write Type Safe Generic Data Structures in C
https://danielchasehooper.com/posts/typechecked-generic-c-data-structures/
@DevMisc (🟠 comments)
#c #generics #learn
I write type safe generic data structures in C using a technique that I haven't seen elsewhere. It involves unions and typeof, but we'll get to that. My approach works for any type of data structure: maps, arrays, binary trees… but for this article I illustrate the ideas by implementing a basic linked list.
https://danielchasehooper.com/posts/typechecked-generic-c-data-structures/
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#c #generics #learn
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Blocky Planet — Making Minecraft Spherical
https://www.bowerbyte.com/posts/blocky-planet/
@DevMisc (🟠 comments)
#gamedev #graphics #fun
This tech demo explores creating a destructible, procedurally generated spherical world with Minecraft-style blocks in the Unity engine. The central challenge involves mapping a cubic grid onto a sphere without major distortion, which is solved using a "quad sphere" technique that projects a cube's faces outward. To handle distortion at varying depths, the planet is built from concentric shells, where outer layers have more blocks than inner ones to keep block size consistent. The project also required developing custom player gravity that pulls towards the planet's core, using 3D noise for seamless terrain generation, and creating a system for placing structures that can navigate the complex geometry between the planet's different sectors and shells.
https://www.bowerbyte.com/posts/blocky-planet/
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#gamedev #graphics #fun
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