🪄 | 36 | Developer | Hacker | /🤖/🌐 | @appsterdam | GDG Amsterdam

Haarlem, The Netherlands
Joined February 2009
Wesley de Groot 🥷 retweeted
Well said 👏
If you're hearing about the lack of app support on the Duo and wagging your finger at the makers of your favorite app… + Duo is a complicated device—many poses & core UI changes. + Developers had 3 weeks before press units went out + Likely <1% were able to test on real devices + Expect many app updates to land before you get your device + Long term, it'll take time for new patterns to emerge Lastly, app makers don't get any of the $2K+ you paid for this device and most won't make any additional $ off this work. So instead of wagging your finger, consider a hug.
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I sometimes used to order at the MediaMarkt because spending 1000€ meant 20€ discount, now you need to spend € 5000 for the same €20 discount, MediaMarkt out especially since they are not cheaper/faster then others.
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Wesley de Groot 🥷 retweeted
⚠️ Node.js is vulnerable to remote code execution. CVE-2026-111497 (high): A Node.js process that decompresses attacker-controlled Brotli data can be made to leak memory or run arbitrary code. You’re exposed if your app or a library decompresses bad Brotli data (e.g. the built-in fetch(), body-parser) Aikido detects this. Patches are available.
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Wesley de Groot 🥷 retweeted
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Wesley de Groot 🥷 retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Wesley de Groot 🥷 retweeted
As the embargo is now lifted, find all the information needed on php2shell.com/ - the critical RCE vulnerability our research team identified affecting PHP core wiz.io/blog/php2shell-php-rc…
皆様に、今夜に対応して頂きたい大至急のお願いです。   多くのウェブサイトで使用されているPHPに関し、PHPのセキュリティチームが、重大な2件の脆弱性に関する注意喚起を行っています。   公開しているウェブサイトでPHPを使用しているか確認し、今夜、10月21日午後11時(日本時間)に公開される修正パッチについて、可及的速やかに適用できるよう準備をお願いします。   修正パッチを速やかに適用することが困難な場合は、例えばウェブサイト等を一時的に停止させることも、リスクを低減させるための有効策の一つと考えられます。   国家サイバー統括室のXアカウントでも関係する情報を発信していますので、そちらも参考にして下さい。 国家サイバー統括室(注意・警戒情報)(@cyber_forecast) / X
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【緊急メンテナンスのお知らせ】 『Pokémon HOME』は先ほどより緊急でシステムメンテナンスを実施しております。 メンテナンスの終了時刻は未定です。 みなさまには、大変ご不便をおかけいたしますことをお詫び申し上げます。 #ポケモンホーム
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Wesley de Groot 🥷 retweeted
Not just PHP: Node also announced security releases nodejs.org/en/blog/vulnerabi…
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Wesley de Groot 🥷 retweeted
the GOAT
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"PHP is a dead language", meanwhile a load of websites are put offline because of this.
The NCSC is encouraging UK organisations to prepare for immediate updating of systems using PHP. Where immediate remediation is not feasible, organisations should consider taking the system offline until it can be fully mitigated. For more⬇️ ncsc.gov.uk/news/critical-se…
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Wesley de Groot 🥷 retweeted
Basic things you should follow to keep your App Store developer account in good standing. Anything else? - Don't use other apps' names. - Don't copy other apps' designs. - Don't hide anything from App Review. - Don't implement dark pattern paywalls. - Don't reuse large portions of your codebase to create similar apps. - Be careful with potentially harmful apps (medical, health, etc.). - Don't use other companies' trademarks without permission. - Avoid releasing apps in already saturated niches. - Don't use misleading screenshots or descriptions. - Don't manipulate ratings or reviews. - Don't repeatedly resubmit apps without fixing rejection issues. - Don't use private APIs or undocumented features. - Don't mislead users about subscriptions or pricing. - Don't collect user data without proper disclosure and consent.
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Wesley de Groot 🥷 retweeted
My son Leo is 10. He invented a card game, and this weekend people we've never met started playing it on TestFlight. Every bit of feedback that comes in, he lights up. One tester even found a spot where you could get stuck, and it's already fixed for launch. Cascade is free on iPhone and iPad, October 23. dxn.studio/cascade
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The last couple of hours that I'm able to use iPhone Mirroring before I go back to NL (EU).
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Mario and Luigi at #Leeds they were a bit too late for #SwiftLeeds and #KotlinLeeds
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Wesley de Groot 🥷 retweeted
Wavy Road is now available for pre-order! 🚗 Pre-order here: apps.apple.com/app/id6804942… A repost would mean a lot and help more people discover the game. Thanks for your support! ❤️
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Wesley de Groot 🥷 retweeted
Apple's $79 iPhone Duo Case Sticks On With Adhesive macrumors.com/2026/10/16/iph…
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Wesley de Groot 🥷 retweeted
Conference season is in full swing! After two great days at @swift_leeds, we’re now at @KotlinLeeds for the next two days. Check out the agenda 👉kotlinleeds.co.uk/schedule. And if you’re here, stop by and say hi! 👋💜
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