Month: March 2024
U.S. Tech Giants Turn to Mexico to Make AI Gear
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AT&T Says Data From 73 Million Customers Has Leaked Onto the Dark Web
Personal data from 73 million AT&T customers has leaked onto the dark web, reports CNN — both current and former customers.
AT&T has launched an investigation into the source of the data leak…
In a news release Saturday morning, the telecommunications giant said the data was “released on the dark web approximately two weeks ago,” and contains information such as account holders’ Social Security numbers. [“The information varied by customer and account,” AT&T said in a statement, ” but may have included full name, email address, mailing address, phone number, social security number, date of birth, AT&T account number and passcode.”]
“It is not yet known whether the data … originated from AT&T or one of its vendors,” the company added. “Currently, AT&T does not have evidence of unauthorized access to its systems resulting in exfiltration of the data set.”
The data seems to have been from 2019 or earlier. The leak does not appear to contain financial information or specifics about call history, according to AT&T. The company said the leak shows approximately 7.6 million current account holders and 65.4 million former account holders were affected.
CNN says the first reports of the leak came two weeks ago from a social media account claiming “the largest collection of malware source code, samples, and papers. Reached for a comment by CNN, AT&T had said at the time that “We have no indications of a compromise of our systems.”
AT&T’s web site now includes a special page with an FAQ — and the tagline that announces “We take cybersecurity very seriously…”
“It has come to our attention that a number of AT&T passcodes have been compromised…”
The page points out that AT&T has already reset the passcodes of “all 7.6 million impacted customers.” It’s only further down in the FAQ that they acknowledge that the breach “appears to be from 2019 or earlier, impacting approximately 7.6 million current AT&T account holders and 65.4 million former account holders.”
Our internal teams are working with external cybersecurity experts to analyze the situation… We encourage customers to remain vigilant by monitoring account activity and credit reports. You can set up free fraud alerts from nationwide credit bureaus — Equifax, Experian, and TransUnion. You can also request and review your free credit report at any time via Freecreditreport.com…
We will reach out by mail or email to individuals with compromised sensitive personal information and offering complimentary identity theft and credit monitoring services… If your information was impacted, you will be receiving an email or letter from us explaining the incident, what information was compromised, and what we are doing for you in response.
Read more of this story at Slashdot.
Personal data from 73 million AT&T customers has leaked onto the dark web, reports CNN — both current and former customers.
AT&T has launched an investigation into the source of the data leak…
In a news release Saturday morning, the telecommunications giant said the data was “released on the dark web approximately two weeks ago,” and contains information such as account holders’ Social Security numbers. [“The information varied by customer and account,” AT&T said in a statement, ” but may have included full name, email address, mailing address, phone number, social security number, date of birth, AT&T account number and passcode.”]
“It is not yet known whether the data … originated from AT&T or one of its vendors,” the company added. “Currently, AT&T does not have evidence of unauthorized access to its systems resulting in exfiltration of the data set.”
The data seems to have been from 2019 or earlier. The leak does not appear to contain financial information or specifics about call history, according to AT&T. The company said the leak shows approximately 7.6 million current account holders and 65.4 million former account holders were affected.
CNN says the first reports of the leak came two weeks ago from a social media account claiming “the largest collection of malware source code, samples, and papers. Reached for a comment by CNN, AT&T had said at the time that “We have no indications of a compromise of our systems.”
AT&T’s web site now includes a special page with an FAQ — and the tagline that announces “We take cybersecurity very seriously…”
“It has come to our attention that a number of AT&T passcodes have been compromised…”
The page points out that AT&T has already reset the passcodes of “all 7.6 million impacted customers.” It’s only further down in the FAQ that they acknowledge that the breach “appears to be from 2019 or earlier, impacting approximately 7.6 million current AT&T account holders and 65.4 million former account holders.”
Our internal teams are working with external cybersecurity experts to analyze the situation… We encourage customers to remain vigilant by monitoring account activity and credit reports. You can set up free fraud alerts from nationwide credit bureaus — Equifax, Experian, and TransUnion. You can also request and review your free credit report at any time via Freecreditreport.com…
We will reach out by mail or email to individuals with compromised sensitive personal information and offering complimentary identity theft and credit monitoring services… If your information was impacted, you will be receiving an email or letter from us explaining the incident, what information was compromised, and what we are doing for you in response.
Read more of this story at Slashdot.
Fiber optic researchers showcase speeds 4.5 million times faster than average home broadband
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submitted by /u/thebelsnickle1991
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Robinhood’s new Gold Card, BaaS challenges and the tiny startup that caught Stripe’s eye
Welcome to TechCrunch Fintech (formerly The Interchange)! This week, we’re looking at Robinhood’s new Gold Card, challenges in the BaaS space and how a tiny startup caught Stripe’s eye. To get a roundup of TechCrunch’s biggest and most important fintech stories delivered to your inbox every Sunday at 7:30 a.m. PT, subscribe here. The big
© 2024 TechCrunch. All rights reserved. For personal use only.
Welcome to TechCrunch Fintech (formerly The Interchange)! This week, we’re looking at Robinhood’s new Gold Card, challenges in the BaaS space and how a tiny startup caught Stripe’s eye. To get a roundup of TechCrunch’s biggest and most important fintech stories delivered to your inbox every Sunday at 7:30 a.m. PT, subscribe here. The big […]
© 2024 TechCrunch. All rights reserved. For personal use only.
How the team behind Zelda made physics feel like magic
Image: Nintendo
During a GDC 2024 talk, the developers on Tears of the Kingdom explained how they were able to blow players’ minds with the design philosophy of ‘multiplicative gameplay.’ The Legend of Zelda: Tears of the Kingdom is a phenomenal game, praised for being able to improve and iterate upon Breath of the Wild. In the weeks after the game’s release, it was written up with all sorts of breathless praise as people wondered how Nintendo managed to make a game that seemed to outstrip the technical capabilities of now seven-year-old Switch hardware.
To developers, the game looked like magic. But during a talk at the 2024 Game Developers Conference, Nintendo shared that it wasn’t magic but a distinct, well-executed development strategy that nevertheless seemed magical.
During the talk, Takuhiro Dohta, the technical director of Tears of the Kingdom, explained that the game had two major driving principles: “a vast and seamless Hyrule” and “multiplicative gameplay.”
The first was relatively simple. “We wanted players to see things in the distance and have players go there,” Dohta said. This philosophy was carried over from Breath of the Wild, with the new challenge of seamlessly connecting the sky, surface, and underground. We can see how that integration worked in Tears of the Kingdom in Link’s free falling pose as he descends from sky to surface and again between surface and the underground. The action ties the three different worlds of Hyrule together.
Image: Nintendo
Link free falls both from sky to ground and from ground to underground.
However, Dohta cautioned that creating a large, interconnected world doesn’t mean it will inherently be fun. The fun, he explained, comes from the second principle: multiplicative gameplay.
Dohta defined multiplicative gameplay as a system by which players combine actions and objects to create their own ways to play. The developers, Dohta explained, did not want to create fun through discretely designed moment-to-moment gameplay events, rather they wanted to create a system that “lets fun happen.”
The seeds of this “let fun happen” system first sprouted in Breath of the Wild and its Octo Balloons, a monster part that Link could attach to heavy objects to make them float in the air. For Tears of the Kingdom, the developers expanded on that idea to encompass sticking together all kinds of objects resulting in the Fuse and Ultrahand abilities — powers that let Link combine objects to build weapons, items, and structures.
But for multiplicative gameplay to truly work, every interactive object in Hyrule had to behave in specific and predictable ways. This required what Takahiro Takayama, Tears of the Kingdom’s physics programmer, described as “an entirely physics-driven world.”
One of the first problems that arose was the clash between what Takayama called physics-driven objects and rigid body objects. Rigid body objects are objects whose every property — mass, velocity, weight, and more — is specifically designed regardless of its appearance. Early in Tears of the Kingdom’s development, the various gear mechanisms in Hyrule were rigid body objects. Meanwhile, a physics-based object’s properties are governed by physics; the big metal boxes that litter the Sky Islands above Hyrule are an example.
Takayama explained that though rigid body objects were easy to make, they created all kinds of problems when thrown into the mix with physics-driven objects. Like matter and antimatter, when a physics-driven object interacted with a rigid body object, the world broke. One example involved rigid body gears clipping through a metal box that had been inserted between them. The solution to this problem was simple. “Everything, without exception being physics-driven, is necessary to make multiplicative gameplay a reality,” Takayama said.
With everything being physics-driven, every interactive object in Hyrule would behave the way a player expects it to — the metal box now stops the gears from turning.
Hyrule then becomes “a world where players can express their creativity without [fear of] breakdown,” Takayama said. “A world where anything can happen depending on the player’s imagination.”
Takayama said making everything physics driven eliminated the need for what he called “dedicated implementation.” This would involve creating a program for every function and interaction. Without a physics-driven system, Link’s every action would require its own bespoke program to make it work. If developers want Link to drive some kind of vehicle, they would need to make a dedicated program that governed vehicles.
Though making every object in Hyrule physics driven was technically challenging, it alleviated the necessity of creating so many dedicated programs down the line in the development cycle.
“Instead of creating a vehicle program,” Takayama explained, “we created a system in which vehicles could be made.”
Image: Nintendo
There is no program for vehicles, rather programs that allow a vehicle to be made.
The distinction may seem subtle, but in that subtlety is where all the “magic” of Tears of the Kingdom lays. When developers freaked out over Tears of the Kingdom’s bridge physics, wondering how they programmed bridges to behave properly without glitching, the truth was that they made systems governing every individual component of a bridge: its slats, links, and even the various forces like wheels that would interact with it. Even the game’s music made use of this modular approach. Junya Osada, Tears of the Kingdom’s sound designer, explained that the game’s wagon sounds didn’t come from his team going out and recording a horse-drawn wagon.
“There is no wagon sound but the sound of wheels, chains, and creaking joints,” Osada said.
These systems facilitated the kinds of emergent gameplay that made Tears of the Kingdom such a special game. Players were able to use them in ways the developers themselves never thought of.
大佐、奴が動き出した!#ゼルダの伝説 #TearsOfTheKingdom #Zelda #NintendoSwitch pic.twitter.com/pdsniUewlq— にかいどう@機械生物図鑑 (@uran120) May 25, 2023
One example of these systems at work is the humble portable pot Zonai device. In Breath of the Wild, cooking was done in dedicated locations, but with the portable pot Link could now cook anywhere. Because everything, including cooking ingredients, was physics driven, developers were faced with a problem: should Link decide to cook on the side of a mountain, all his ingredients would slide out of the pot.
With dedicated implementation, the pot would simply cook no matter where it was placed and nothing else. However, the multiplicative gameplay philosophy ensured that no matter where a pot was placed, the cooking surface would orient horizontally so your soup won’t spill. That gave the pot a greater purpose beyond cooking, allowing it to be used as a ball-and-socket joint leading to all kinds of wacky creations.
Nintendo’s Tears of the Kingdom panel explained that the success of the game was guided by the idea that players should make their own fun undergirded by a robust physics system that applied to every single object in the game. But the talk featured another, unspoken reason that contributed to Tears of the Kingdom being on every 2023 Game of the Year shortlist: Nintendo keeps its talent.
In an industry where the average career length is measured in the single digits, every single speaker worked for Nintendo for at least 10 years. That kind of retention is a huge factor for Nintendo’s continued success. Institutional knowledge gets preserved and teams are able to work together more easily with limited disruption from turnover. Though Nintendo is by no means a perfect company, it seemingly understands that the best way to get good games is to employ and retain good people.
“Working together with game designers and artists who understood the vision,” Dohta said, “was essential in bringing this vast world to life.”
Image: Nintendo
During a GDC 2024 talk, the developers on Tears of the Kingdom explained how they were able to blow players’ minds with the design philosophy of ‘multiplicative gameplay.’
The Legend of Zelda: Tears of the Kingdom is a phenomenal game, praised for being able to improve and iterate upon Breath of the Wild. In the weeks after the game’s release, it was written up with all sorts of breathless praise as people wondered how Nintendo managed to make a game that seemed to outstrip the technical capabilities of now seven-year-old Switch hardware.
To developers, the game looked like magic. But during a talk at the 2024 Game Developers Conference, Nintendo shared that it wasn’t magic but a distinct, well-executed development strategy that nevertheless seemed magical.
During the talk, Takuhiro Dohta, the technical director of Tears of the Kingdom, explained that the game had two major driving principles: “a vast and seamless Hyrule” and “multiplicative gameplay.”
The first was relatively simple. “We wanted players to see things in the distance and have players go there,” Dohta said. This philosophy was carried over from Breath of the Wild, with the new challenge of seamlessly connecting the sky, surface, and underground. We can see how that integration worked in Tears of the Kingdom in Link’s free falling pose as he descends from sky to surface and again between surface and the underground. The action ties the three different worlds of Hyrule together.
Image: Nintendo
Link free falls both from sky to ground and from ground to underground.
However, Dohta cautioned that creating a large, interconnected world doesn’t mean it will inherently be fun. The fun, he explained, comes from the second principle: multiplicative gameplay.
Dohta defined multiplicative gameplay as a system by which players combine actions and objects to create their own ways to play. The developers, Dohta explained, did not want to create fun through discretely designed moment-to-moment gameplay events, rather they wanted to create a system that “lets fun happen.”
The seeds of this “let fun happen” system first sprouted in Breath of the Wild and its Octo Balloons, a monster part that Link could attach to heavy objects to make them float in the air. For Tears of the Kingdom, the developers expanded on that idea to encompass sticking together all kinds of objects resulting in the Fuse and Ultrahand abilities — powers that let Link combine objects to build weapons, items, and structures.
But for multiplicative gameplay to truly work, every interactive object in Hyrule had to behave in specific and predictable ways. This required what Takahiro Takayama, Tears of the Kingdom’s physics programmer, described as “an entirely physics-driven world.”
One of the first problems that arose was the clash between what Takayama called physics-driven objects and rigid body objects. Rigid body objects are objects whose every property — mass, velocity, weight, and more — is specifically designed regardless of its appearance. Early in Tears of the Kingdom’s development, the various gear mechanisms in Hyrule were rigid body objects. Meanwhile, a physics-based object’s properties are governed by physics; the big metal boxes that litter the Sky Islands above Hyrule are an example.
Takayama explained that though rigid body objects were easy to make, they created all kinds of problems when thrown into the mix with physics-driven objects. Like matter and antimatter, when a physics-driven object interacted with a rigid body object, the world broke. One example involved rigid body gears clipping through a metal box that had been inserted between them. The solution to this problem was simple. “Everything, without exception being physics-driven, is necessary to make multiplicative gameplay a reality,” Takayama said.
With everything being physics-driven, every interactive object in Hyrule would behave the way a player expects it to — the metal box now stops the gears from turning.
Hyrule then becomes “a world where players can express their creativity without [fear of] breakdown,” Takayama said. “A world where anything can happen depending on the player’s imagination.”
Takayama said making everything physics driven eliminated the need for what he called “dedicated implementation.” This would involve creating a program for every function and interaction. Without a physics-driven system, Link’s every action would require its own bespoke program to make it work. If developers want Link to drive some kind of vehicle, they would need to make a dedicated program that governed vehicles.
Though making every object in Hyrule physics driven was technically challenging, it alleviated the necessity of creating so many dedicated programs down the line in the development cycle.
“Instead of creating a vehicle program,” Takayama explained, “we created a system in which vehicles could be made.”
Image: Nintendo
There is no program for vehicles, rather programs that allow a vehicle to be made.
The distinction may seem subtle, but in that subtlety is where all the “magic” of Tears of the Kingdom lays. When developers freaked out over Tears of the Kingdom’s bridge physics, wondering how they programmed bridges to behave properly without glitching, the truth was that they made systems governing every individual component of a bridge: its slats, links, and even the various forces like wheels that would interact with it. Even the game’s music made use of this modular approach. Junya Osada, Tears of the Kingdom’s sound designer, explained that the game’s wagon sounds didn’t come from his team going out and recording a horse-drawn wagon.
“There is no wagon sound but the sound of wheels, chains, and creaking joints,” Osada said.
These systems facilitated the kinds of emergent gameplay that made Tears of the Kingdom such a special game. Players were able to use them in ways the developers themselves never thought of.
大佐、奴が動き出した!#ゼルダの伝説 #TearsOfTheKingdom #Zelda #NintendoSwitch pic.twitter.com/pdsniUewlq
— にかいどう@機械生物図鑑 (@uran120) May 25, 2023
One example of these systems at work is the humble portable pot Zonai device. In Breath of the Wild, cooking was done in dedicated locations, but with the portable pot Link could now cook anywhere. Because everything, including cooking ingredients, was physics driven, developers were faced with a problem: should Link decide to cook on the side of a mountain, all his ingredients would slide out of the pot.
With dedicated implementation, the pot would simply cook no matter where it was placed and nothing else. However, the multiplicative gameplay philosophy ensured that no matter where a pot was placed, the cooking surface would orient horizontally so your soup won’t spill. That gave the pot a greater purpose beyond cooking, allowing it to be used as a ball-and-socket joint leading to all kinds of wacky creations.
Nintendo’s Tears of the Kingdom panel explained that the success of the game was guided by the idea that players should make their own fun undergirded by a robust physics system that applied to every single object in the game. But the talk featured another, unspoken reason that contributed to Tears of the Kingdom being on every 2023 Game of the Year shortlist: Nintendo keeps its talent.
In an industry where the average career length is measured in the single digits, every single speaker worked for Nintendo for at least 10 years. That kind of retention is a huge factor for Nintendo’s continued success. Institutional knowledge gets preserved and teams are able to work together more easily with limited disruption from turnover. Though Nintendo is by no means a perfect company, it seemingly understands that the best way to get good games is to employ and retain good people.
“Working together with game designers and artists who understood the vision,” Dohta said, “was essential in bringing this vast world to life.”