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Riot Games

Company blog · technology.riotgames.comprogramminggames

Riot Games is the company blog at technology.riotgames.com, writing about programming and games. Since 2019, 89 different Hacker News readers have linked it 124 times, most often “Demolishing Wallhacks with Valorant's Fog of War”. No feed was found, so read it on the site itself.

No feed foundVisit the blog
124mentions?
89HN people?
2019–2025first – last linked?
Links on Hacker News per year · peak 25 in 2021

Most-linked posts?

  1. Demolishing Wallhacks with Valorant's Fog of War
    15 people · 18 mentions · first linked 2020-04-18
  2. A Taxonomy of Tech Debt (2018)
    11 people · 12 mentions · first linked 2020-01-20
  3. Automated Testing for League of Legends (2016)
    10 people · 11 mentions · first linked 2019-09-13
  4. Riot Games: Peeking into Valorant's Netcode (2020)
    7 people · 7 mentions · first linked 2020-07-28
  5. Supercharging Data Delivery: The New League Patcher
    7 people · 7 mentions · first linked 2019-07-30
  6. Valorant's 128-Tick Servers (2020)
    6 people · 6 mentions · first linked 2020-08-31
  7. /
    4 people · 5 mentions · first linked 2019-09-08
  8. Valorant Shaders and Gameplay Clarity
    3 people · 3 mentions · first linked 2020-06-30
  9. Fixing the Internet for Real Time Applications (2016)
    3 people · 3 mentions · first linked 2021-05-20
  10. Riot Games: Leveraging Golang for game development
    3 people · 3 mentions · first linked 2020-11-10

What Hacker News says?

  1. https://technology.riotgames.com/news/demolishing-wallhacks-...

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Valve Steam Deck”
  2. Submitted A Taxonomy of Tech Debt (2018) as a story · 294 points

    HN discussion
  3. Think about many times a second you have to trace a shot. Now think about how many times a second you'd need to trace from every pixel on the screen to every part of the geometry on every opponent in order to check if it was visible or not to see if a player was legitimately able to view any part of their opponent. For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wa…

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Looking Glass: Run a Windows VM on Linux in a window with native performance”
  4. Submitted Valorant's 128-Tick Servers (2020) as a story · 220 points

    HN discussion
  5. > Why do you think that? The server needs to at the very least trace a line for a shot. There is nothing difficult or slow about that. Before you say that it is done with a z-buffer or something similar, think about third person camera angles or how older games did the same thing. You might want to pull back on being so certain if you don't have experience with game engines or graphics. But... it is done with a z-bu…

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Looking Glass: Run a Windows VM on Linux in a window with native performance”
  6. Submitted Riot Games: Peeking into Valorant's Netcode (2020) as a story · 165 points

    HN discussion
  7. Valorant specifically actually does this to a degree, and there was a quick article written by one of their anti-cheat developers that roughly explains their approach. https://technology.riotgames.com/news/demolishing-wallhacks-...

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Looking Glass: Run a Windows VM on Linux in a window with native performance”
  8. Submitted Determinism in League of Legends: Implementation (2017) as a story · 114 points

    HN discussion
  9. > Don't disclose to the client anything not in their view. Either full of edges cases (how do you efficiently compute visibility, and can you prevent models from popping in as a result of latency) or computationally expensive[0]. Valorant, CSGO, League of Legends, Dota 2 are some of the games that I know about that implement server-side occluding to minimise the impact of wallhacks, but eventually a client will stil…

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Looking Glass: Run a Windows VM on Linux in a window with native performance”
  10. Submitted Getting into the Guts of Berserk as a story · 14 points

    HN discussion
  11. Riot has a pretty good article about why it is hard: https://technology.riotgames.com/news/demolishing-wallhacks-... . Anything more than simple geometry makes server side calculations costly, especially when you're targeting 128 tick/s. Their settled solution is still not perfect, hence still the need for client-side anti-cheat. The final video clip is definitely done to look effective than it actually is. Those po…

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Linux gamers on Steam cross over the 3% mark”
  12. Submitted A Taxonomy of Tech Debt (2018) as a story · 9 points

    HN discussion
  13. Here's a write-up about the subject, as implemented in Riot's Valorant, if you're interested: https://technology.riotgames.com/news/demolishing-wallhacks-...

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Thank You, Valve”
  14. Submitted Welcome to Death Dimension as a story · 5 points

    HN discussion
  15. In the end, games need to be built better by sending the least information needed to clients, ie. zero-trust. This is a big part of things like CS:GO, Valorant, and RTS games like starcraft/League/Dota since they can implement a 'fog of war' and only network information if their client actually needs it[0]. The only cheats that still plague Dota are scripts that perform tasks automatically, such as disabling an oppo…

    Comment linking /news/demolishing-wallhacks-valorants-fog-war

    on “Steam Top 50 Games: Over 70% now work on Linux”
  16. Submitted The Legends of Runeterra CI/CD Pipeline as a story · 4 points

    HN discussion
  17. this might be it? https://qz.com/790208/how-the-company-behind-league-of-legen... also, linked from that: https://technology.riotgames.com/news/fixing-internet-real-t...

    Comment linking /news/fixing-internet-real-time-applications-part-iii

    on “Cloud Egress Costs”
  18. Submitted VALORANT's 128-Tick Servers as a story · 4 points

    HN discussion
  19. Cool idea. I thought I’d try to make a Kagi Lens to accomplish the same thing: https://kagi.com/lenses/LdYine8hZtYmrt8yTMngOUtvTM9rmkRy Kagi Lenses can be defined in many ways, one of which is specifying URLs to search. Unfortunately you can only provide 10 URLs per lens. Here are the ones I chose: https://stripe.com/blog/engineering , https://engineering.fb.com/ , https://www.uber.com/en-US/blog/engineering/ , http…

    Comment linking /

    on “Show HN: Engineering.fyi – Search across tech engineering blogs in one place”
  20. Submitted Riot Games Bug Blog as a story · 4 points

    HN discussion
  21. I'd suggest to add the Riot Games tech blog ( https://technology.riotgames.com )

    Comment linking /

    on “Show HN: Engineering.fyi – Search across tech engineering blogs in one place”
  22. Submitted A Taxonomy of Technical Debt (2018) as a story · 3 points

    HN discussion
  23. I dont think they used bots to test, just rpc endpoints, at least as of 2016 blog: https://technology.riotgames.com/news/automated-testing-leag...

    Comment linking /news/automated-testing-league-legends

    on “TDD from the Factorio Team”
  24. Submitted Demolishing Wallhacks with Valorant's Fog of War as a story · 3 points

    HN discussion
  25. https://technology.riotgames.com/ https://fabiensanglard.net/

    Comment linking /

    on “Ask HN: What are the best engineering blogs with real-world depth?”
  26. Submitted Demolishing Wallhacks with VALORANT's Fog of War as a story · 3 points

    HN discussion
  27. League of Legends does a lot of automated testing for their gameplay logic https://technology.riotgames.com/news/automated-testing-leag...

    Comment linking /news/automated-testing-league-legends

    on “Making games in Go: 3 months without LLMs vs. 3 days with LLMs”
  28. Submitted Strategies for Working in Uncertain Systems as a story · 3 points

    HN discussion
  29. If this catches on, web developers may start employing memory obscurification techniques like game developers https://technology.riotgames.com/news/riots-approach-anti-ch...

    Comment linking /news/riots-approach-anti-cheat

    on “Web scraping via JavaScript runtime heap snapshots”
  30. Submitted Riot Games: Leveraging Golang for game development as a story · 3 points

    HN discussion

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