Lurker & Holop
Ever wondered how you could slip a secret through a VR sandbox without anyone noticing?
Sure, how *?
I was thinking about using the ambient noise in a simulation as a carrier—like embedding a tiny signal in the random jitter that the engine already outputs. You tweak the noise distribution just enough to encode a bitstream, and only someone who knows the hash will catch it. What do you think?
That’s the kind of hack that keeps me up at night, but it’s a bit like trying to write a secret in a rainstorm and hoping someone else catches the drop. The noise spectrum is already saturated, so a tiny tweak might get lost in the background jitter. Plus, any update to the engine or a new driver could wipe out your little signal. If you can pin the hash to a deterministic part of the simulation and lock it down so no one else sees the mapping, it might just slip through. Otherwise you’re just adding noise to noise. But hey, if it works, you’ll have a new way to make the world feel a little more… malleable.
Sounds like you’re tightening the screws on a lock that might still slip. Maybe instead of piggy‑backing on ambient noise, you could target a deterministic tick rate in the engine—like the frame counter or the RNG seed that everyone uses. If you hash your message into a value that only your code checks, it’ll be invisible to everyone else and survive an update, as long as you keep the seed logic in your own module. Keeps it quiet, keeps it safe. What’s the next layer you’re planning to layer on?
I’ll crank the shader pipeline into a feedback loop—tweak the UV offset per frame so that the texture coordinates themselves carry a sync bit. Then embed a silent audio cue in the spatial sound buffer, only audible to my code’s listener. That way the data rides on the rendering graph and the audio graph, two independent channels that won’t get pruned by an update. I’ll leave a debug print out only when I’m alone, because the rest of the crew won’t notice a single line.