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BBC: Hablaremos con nuestro experto en seguridad de BBC respecto a la vulnerabilidad de PHP.
El experto en seguridad: No sabía que PHP existía hasta ayer en la mañana.
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25 years ago, on October 22, 2001, Grand Theft Auto III was released.
This is the team that made it. (I'm second from the right)
Here's what I remember about making it.
For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together.
For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30.
In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh.
Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted.
Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective.
In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light.
Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused.
The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development.
Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations.
Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone.
You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere.
Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate.
Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage.
Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening.
I always thought it was better to work eight focused hours than spend your life in the office.
Although we liked the game, it wasn't at all clear that it would be a hit.
GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent.
It had an OK launch, but sales never tapered off.
Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood.
The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together.
It felt like a group of friends who happened to be working on a project together.
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For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8.
My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded.
The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc).
Most of the time this worked fine.
A few things could throw a spanner in the works:
If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli.
Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic.
Ambulance and firetrucks could be needed if there was an accident.
If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded.
The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there.
At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used.
To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot.
Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking.
For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in.
Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Some stats on #php2shell. In the 10 hours before it was publicly announced, across the @Cloudflare network we saw thousands of attempts to exploit it. That jumped to tens of thousands in the 45 minutes post announcement, hundreds of thousands within 2 hours, and millions now.
Effective Immediately, all organizations using PHP for their systems are advised to be prepared for an update addressing two critical vulnerabilities. PHP is widely used for web applications. These vulnerabilities often provide a direct path to the server's file system or database. If an immediate update is not feasible, it is recommend that organizations take the system offline until it can be fully mitigated. NSA will follow up shortly with more specific guidance.
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Eric Schmidt owns 1% of Anthropic. Dario’s wife — who Schmidt used to date — introduced him to Anthropic.
Schmidt’s peak ownership of Google was 5% (now ~1%). He got that Google CEO job after going to Burning Man with Larry Page and Sergey Brin.
Next-level networking skills.
JUST IN: Former Google CEO Eric Schmidt revealed to own roughly 1% of Anthropic, a stake potentially worth $20,000,000,000.00 ahead of the company's IPO.
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Meta published a detailed engineering look at Prometheus, the gigawatt-scale supercluster in Ohio that trained its @AIatMeta Muse models and is scaling toward roughly 1 million GPUs (!!) running as a single machine across buildings linked over distances of more than 100 km.
According to the story, joint work with @nvidia cut training interruptions 99% from the mid-2025 peak, with each NVL72 rack running a 64-GPU slice and holding eight GPUs as in-rack spares. Every GPU platform in the cluster is NVIDIA-based, from GB200 and GB300 today with Vera Rubin NVL72 coming up next, and that of co-engineering keeps NVIDIA firmly in the lead for frontier training.
The AMD position at @Meta, which spans millions of EPYC CPUs and a 6 GW Instinct agreement focused on inference, is unaffected, simply because we see demand for compute still outrunning what any single supplier can deliver.
engineering.fb.com/2026/10/1…
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When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Sony's eVilla lasted less than two months back in 2001. I've still never seen one in the wild.
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RTVisual@RT_Visual_on_XOct 16
North America
North AmericaConnected via Europe App StoreAccount-level information, not a live location or per-post device.
Chinese bride gifts her partner a flagship GPU at wedding — he breaks down in tears
She handed him an ASUS ROG Astral RTX 5090 that costs around $12,000
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Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard.
Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
Grand Theft Auto VI Launch Trailer
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Guybrush's first look at Monkey Island, in Hercules, CGA, EGA and VGA. Same scene, four graphics modes.
Which of these was your first look, and what computer were you playing it on?
#MonkeyIsland #RetroGames #LucasArts #LucasfilmGames
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Look at how much they've toned down DLSS 5 on the faces in Hogwarts Legacy for the final release. Barely does anything now to faces
Original reveal: youtube.com/watch?v=t50AdVMu…
Final game: nvidia.com/en-us/geforce/com…
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This indie dev is making an unofficial remake of Sega Rally from the 90s but it's built in Unreal Engine 5
- Drive the famous forest stage again
- Drift like it's 1995
- Race friends in split screen or online
Game is Over Jump Rally





























