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rnithyanand

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  1. Hey! I am one of the authors of this paper. I'd be happy to answer any questions about Castle. fcxSanya is right about the general idea behind the system. The idea is to use video games to establish covert communication channels that are hard to detect. This WIRED article did a good job of explaining the ideas behind our system: http://www.wired.com/2015/04/app-hides-secret-messages-starcraft-style-games/ There's more to come from Castle! We're specifically targeting making Castle a Tor pluggable transport by the end of this year. A little note on the relationship between 0 A.D. and Castle: 0 A.D. is our go to game for demos. While we have Castle working over other big titles, we cannot release that code for legal reasons. However, we do not recommend using Castle over 0 A.D. in the real world, due to the lack of encryption and authentication of the move communication channel. The good news is, Castle is highly adaptable and can be moved over other RTS-games in about a day, if required.
  2. Hey Guys, As you may know, most RTS multi-player games encrypt and authenticate their data channels (to prevent cheating, altering game state, etc.). I was wondering when this feature will be implemented in 0 A.D.? Is there any plan to do this soon? If there isn't, do you have any tips/suggestions of where and how to start for someone that might be interesting in doing this? Thanks!
  3. Hey all, I'm trying to figure out how in-game user actions are converted to UDP packets in a multi-player game. Is there any documentation about how this translation is done and decoded at the other players end? Thanks!
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