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Security and identity
anti-cheat
game anti-cheat
Vanguard, Easy Anti-Cheat
System
Techniques · 13
Primitives · 47
anti-cheat
Authoritative server
game-networking · medium: One process owns the state and steps it at a fixed tick; clients send inputs and show returned snapshots, so a lying client only affects its own inputs.
›
Interest management
game-networking · medium: Send each client only the entities relevant to it (spatial area of interest, visibility, team), ordered by priority accumulators to fit a per-packet byte budget.
›
Lag compensation
game-networking · medium: The server rewinds other players' hitboxes to the moment the shooter saw them, so hits land where the shooter aimed despite latency and interpolation delay.
›
Gradient-boosted decision trees (GB…
machine-learning · medium: Add small regression trees one at a time, each fitted to the loss gradient; histogram splits over 256 bins make it the strongest tabular default.
›
Behavioral biometrics
security · medium: Build a per-user profile of input timing and motion, score each new session by distance to it, and feed the result into a risk score instead of a verdict.
›
Code obfuscation
security · medium: Control-flow flattening, opaque predicates, string encryption and VM-based protection against reverse engineering
Code signing
security · medium: Signing binaries/apps with certificate chains, entitlements, timestamping and notarization
Isolation forest
machine-learning · low: Score each record by how few random axis-aligned splits it takes to isolate it in a small forest of random trees; anomalies are few and different, so they isolate fast.
›
Secure boot chain
security · low: Each boot stage verifies the signature of the next before running it, anchored in an immutable ROM key hash, with version counters against downgrade and a TPM log of what ran.
›
Aho-Corasick multi-pattern matching
search-sort · low: Find all occurrences of many fixed patterns in one pass over the text, in time independent of the pattern count, using a trie with failure links.
›
Os event tracing
security · low: OS telemetry sources for security agents: ETW, Endpoint Security, fanotify, audit, kernel callbacks
Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
State quantization
game-networking · low: Store floats as small fixed-point integers sized to the precision needed (bounded positions, smallest-three quaternions), cutting size 2-4x before any delta coding.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Quadtree octree
geometry · low: Adaptive spatial subdivision trees for queries and level of detail; loose and linear variants
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
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Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Quantile sketches
data-structures · low: Mergeable quantile sketches: t-digest, DDSketch, HDR histograms
+ 6 more techniques
+ 31 more primitives
System
Techniques · 13
Primitives · 47
anti-cheat
Authoritative server
game-networking · medium: One process owns the state and steps it at a fixed tick; clients send inputs and show returned snapshots, so a lying client only affects its own inputs.
›
Interest management
game-networking · medium: Send each client only the entities relevant to it (spatial area of interest, visibility, team), ordered by priority accumulators to fit a per-packet byte budget.
›
Lag compensation
game-networking · medium: The server rewinds other players' hitboxes to the moment the shooter saw them, so hits land where the shooter aimed despite latency and interpolation delay.
›
Gradient-boosted decision trees (GB…
machine-learning · medium: Add small regression trees one at a time, each fitted to the loss gradient; histogram splits over 256 bins make it the strongest tabular default.
›
Behavioral biometrics
security · medium: Build a per-user profile of input timing and motion, score each new session by distance to it, and feed the result into a risk score instead of a verdict.
›
Code obfuscation
security · medium: Control-flow flattening, opaque predicates, string encryption and VM-based protection against reverse engineering
Code signing
security · medium: Signing binaries/apps with certificate chains, entitlements, timestamping and notarization
Device fingerprinting
security · medium: Collect stable and volatile device signals, hash the stable core for exact lookup, fuzzy-match the rest with drift tolerance, and feed the result into a risk score.
›
Memory integrity scanning
security · medium: Scanning process memory and loaded modules for patches, injected code and hooks
Remote attestation
security · medium: Hardware-signed evidence (TPM quotes, SGX/TDX quotes, SEV-SNP reports, key attestation) proving device, key or enclave state to a verifier
Hardware security module (HSM)
security · medium: A tamper-resistant device or service that generates keys, signs, decrypts and wraps with them internally, and releases a key only as ciphertext.
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Measured boot
security · medium: Each boot stage hashes the next into TPM PCRs (extend) and logs events for later attestation
Dynamic time warping
signal-processing · medium: DTW alignment of time series and trajectories of different speed
Isolation forest
machine-learning · low: Score each record by how few random axis-aligned splits it takes to isolate it in a small forest of random trees; anomalies are few and different, so they isolate fast.
›
Secure boot chain
security · low: Each boot stage verifies the signature of the next before running it, anchored in an immutable ROM key hash, with version counters against downgrade and a TPM log of what ran.
›
Aho-Corasick multi-pattern matching
search-sort · low: Find all occurrences of many fixed patterns in one pass over the text, in time independent of the pattern count, using a trie with failure links.
›
Os event tracing
security · low: OS telemetry sources for security agents: ETW, Endpoint Security, fanotify, audit, kernel callbacks
Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
State quantization
game-networking · low: Store floats as small fixed-point integers sized to the precision needed (bounded positions, smallest-three quaternions), cutting size 2-4x before any delta coding.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Quadtree octree
geometry · low: Adaptive spatial subdivision trees for queries and level of detail; loose and linear variants
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
›
Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Quantile sketches
data-structures · low: Mergeable quantile sketches: t-digest, DDSketch, HDR histograms
Loss functions
machine-learning · low: The scalar a model minimizes: cross-entropy for classes and tokens, MSE or Huber for values, each with a stable form and simple gradient.
›
Regularization
machine-learning · low: Techniques that trade training fit for generalization: weight decay, dropout, early stopping, label smoothing and data mixing, with the exact update rules and defaults.
›
Robust statistics
statistics · low: Location and scale estimates (median, MAD, trimmed mean, Huber M-estimator) that stay correct when a minority of the data is garbage.
›
Control-flow graph
compilers · low: Split a linear instruction list into basic blocks and connect them by jumps; the graph every optimizer, SSA builder and dataflow pass walks.
›
SSA form
compilers · low: Give every variable exactly one definition, merging at joins with phi functions; def-use becomes explicit and optimizations turn sparse and cheap.
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Csprng
security · low: OS-backed cryptographically secure random numbers (getrandom), and when a fast PRNG is not enough
Cryptographic hashes (SHA-2, BLAKE3)
security · low: Collision-resistant fingerprints of data; SHA-256 for interoperability, BLAKE3 for speed, HMAC/HKDF for keyed uses.
›
ECDSA signatures
security · low: The elliptic-curve signature standardised in FIPS 186-5 (P-256) and used by secp256k1 ledgers; 64-byte signatures, but a repeated or biased nonce leaks the private key.
›
Trusted timestamping
security · low: RFC 3161 time-stamp tokens: a TSA signs a hash with time, proving data existed then
X509 certificates
security · low: Certificate chains, path validation, SANs, revocation and short-lived issuance
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
User agent parsing
search-sort · low: Parse user-agent strings and client hints into browser, OS and device
Fuzzy hashing
security · low: Similarity-preserving file hashes (ssdeep CTPH, TLSH) to find variants of known files
Tls fingerprinting
security · low: JA3/JA4 fingerprints of ClientHello parameters to identify clients
Ptrace process control
hardware-os · low: Ptrace: attach, read and write registers and memory, single-step, intercept signals
Virtual memory and the TLB
hardware-os · low: How page tables and TLBs translate every address, what TLB reach means, and when 2 MiB or 1 GiB huge pages pay off on Linux.
›
Trusted execution environments
security · low: Enclaves/confidential VMs with remote attestation for computing on sealed data
Aes key wrap
security · low: AES Key Wrap (RFC 3394/5649) and AES-GCM-SIV for deterministic, authenticated wrapping of key material
Dual control approval
security · low: Four-eyes / maker-checker approval with quorum policies for sensitive operations
Secure memory zeroization
security · low: Keep secrets in one locked, fixed-size, non-copyable region, erase them with writes the compiler must keep, and exclude them from dumps and swap.
›
Hardware backed keystore
security · low: Non-exportable keys in Secure Enclave, StrongBox, TPM: generation, use policies, biometric gating
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Dominator tree
compilers · low: Dominators via Lengauer-Tarjan or Cooper-Harvey-Kennedy; dominance frontiers for SSA
False sharing
concurrency · low: Independent variables written by different cores on one cache line force the line to bounce between cores; pad or regroup hot data to fix it.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Message sequence numbers
distributed · low: A per-stream counter on every message lets the receiver detect loss, duplicates and reordering, ack cheaply and resume after reconnect with "send from N".
›
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
CPU caches and the memory hierarchy
hardware-os · low: Sizes, line widths and latencies of L1/L2/L3/DRAM on modern x86 and Apple M-series, and the data-layout rules that follow from them.
›
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
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