23 | I modify games in my free time. Geode index staff & GD security specialist. Discord: @smjs

Joined February 2019
#GeometryDash Object-Collab v0.1.0-alpha.1 is finally out! This is an API to allow mods to make all kinds of custom objects & triggers while being able to work together. This should make gameplay mods extremely easy from now on!
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#GeometryDash The recently announced 9.2 PHP CVE is actually viable on GD. My personal advice would be to avoid logging in on the server for a while as @RobTopGames hopefully updates PHP ASAP. The vulnerability is to an extend blocked by Cloudflare but it's not foolproof. For this reason I would not trust endpoints like login for a while which may leak your credentials if the exploit is used on the backend of Geometry Dash.
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For context. The PHP exploits allow someone to execute scripts on the backend of a server, essentially giving someone the ability to change whatever they want in there without showing any sign of tampering on the outside.
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75 FPS to 800 FPS!!! My optimization mod now uses compute shader culling and look at the difference:
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Sorry #GeometryDash, had to reject Geometry Dash 2.209 from the Geode index for vibecode😔
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#GeometryDash at this point I'm just gonna speak my mind because this is just starting to be annoying. Go away with your vibecoded and AI generated bullshit from this community. I'm a Geode index staff and we basically on average reject roughly 10 mods daily for being vibecode. Now I also see tweets of people finding ways to AI generate levels. I think I speak for a very large portion of the community when I say: We don't want your slob, either learn to do it the real way or gtfo. And go away with your arguments of "it's not really that bad". These things have trained on each other like 50x different times by now, everything makes the same mistakes over and over and over again and since y'all don't even know wtf it did you don't spot it and thus leave in things like: - Stolen code/art. - Vulnerabilities. - When it comes to visual stuff literally the same UI every single god damn time. Hell I have spotted like 8 of these vibecoded shitmods trying to ship a literal RCE or a website interface where the control panel login is "admin" "password".
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#GeometryDash so I see an increasing divide in people agreeing or not agreeing about credit for the increasing number of mods RobTop is copying. There is some nuance here! So just gonna pull the legal card here. No the TOS cannot be used as an argument that RobTop can do what he wants with the mods. Copyright and TOS are 2 completely separate matters and 1 doesn't nullify the other. Yes RobTop can copy the concept of a mod without any credits legally (don't agree morally but that's a different matter) IF he doesn't copy code. Otherwise it depends on the clauses in the license of the work (MIT and GPL3 for example require a disclosure of copyright, this is why stuff like FMOD and Cocos show up in the help menu). No RobTop cannot copy any assets without following the license of the asset. Hope this clarifies the situation. Sadly chances are that no credits are given since RobTop seems to not care about moral obligation, just legal obligation (for copyright at least, there are situations where he even ignores legal obligation... 😑). But my personal stance is that credit is due if pretty much entire UIs are now derived from mods.
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#GeometryDash Regarding the recent rate system anonymity announcement. During the time I had database access I already confirmed that the permission to rate and moderate were separated from the badge and that certain individuals had no badge but did have perms. I'm guessing RobTop is implementing this officially now to allow some active elders with not so clean backgrounds back in the team. So I wouldn't consider this a good change. We need more transparency, not more closed doors with north korean levels of gaslighting that everything is fine.
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I committed the cardinal sin of not checking twitter for a few minutes 😵‍💫
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You say "Inspiration" but I have looked at the repo and I there's exact naming and structure of a mod I made for example. Your repo is full of AI generated nonsense and stolen concepts and even code. github.com/FlozWerDev/Paimbn…
Hi, I feel like I should have explained this a while ago, but the mods I used served as "inspiration"—essentially improvements upon the originals. I never claimed to be the creator of those specific sections; the credits are listed right there in the mod.
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I was bored so I made Java streams and optionals in C++
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#GeometryDash I just found 2 major optimization possibilities which should be easy to implement! Currently RobTop stores all objects together and linearly filters through them to check for collisions at x & y. I can optimize this by only storing objects which can be collided with in a vector, sort them based on the sum of their coordinates and then binary search over them whenever GD needs to check for any objects at x & y. This omits the useless checks on objects like decorations and doesn't go over a list of thousands of entries just to find 1 object at an already known coordinate or coordinate range.
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I'll try to implement this soon as a Geode mod. Can't promise that it will release somewhere in the coming weeks due to an already busy schedule but it will definitely be interesting to see how much quicker the game runs on this.
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I can complete this level without jumping once. #GeometryDash
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Fun fact of the day #GeometryDash. Whenever you collide with an object, every single step GD will check over and over and over again that the same object won't suddenly kill the player... The log on the left should show how significant this is. The method behind it is huge.
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Another fun fact of the day #GeometryDash. Ever had your game fully freeze when loading a level? Well that's because for some reason Rob loops loading levels and on rare occasions the loading progress can land on 0.99998 due to a floating point error. This makes the loop infinite
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Fun fact of the day #GeometryDash. Every object in GD is so unoptimized that it takes roughly 1-3Kb of memory per object. This sounds little until you realize that levels often have 10s of thousands of objects if not far more.
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The biggest issue is that RobTop barely specializes objects but rathet stores everything in 4 general types and then hardcodes all the behavior per object ID with barely any implementation logic for specific object types.
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#GeometryDash been a while since I posted, I have been busy figuring out all the details of implementing custom objects for my API and I'm now at a stage where there's almost nothing left to do until I release the beta. So have a little sneak peak,
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