Quake 2 Ported To Apple Watch

DOOM always seems to spontaneously appear on any new device the day it’s released. From printers to industrial robots to pregnancy tests, it always makes its way on anything with an integrated circuit and a screen. But that’s not the only 90s video game with a cult following and and ability to run on hardware never intended for gaming. The early Quake games are still remarkably popular, and the second installment of this series was recently brought to the Apple Watch thanks to [ByteOverlord].

Building this classic for the Apple Watch requires using the original Quake files and some work with Xcode to get a package together that will run on the wrist-bound computer. There are a few other minimum system requirements to meet as well, but with all of that out of the way the latest release runs fairly well on this small watch. The controls have been significantly modified to use the Apple’s touch screen and digital crown instead of any peripherals, and as a result it’s not likely you’d win any matches if it was possible to cross-play with PC users with a setup like this, but it’s definitely playable although still missing a few features compared to the PC version.

This actually isn’t the first Quake game to be ported to the Apple Watch, either. The first version of Quake ran on this device thanks to [MyOwnClone]’s efforts a little over a year ago. It’s also not the first time we’ve seen Quake running on unusual Apple hardware, either. Take a look at this project which uses one of the early iPods to play this game, along with the scroll wheel for a one-of-a-kind controller.

Thanks to [Joni] for the tip!

This Week In Security: Fragattacks, The Pipeline, Codecov, And IPv6

Some weeks are slow, and the picking are slim when discussing the latest security news. This was not one of those weeks.

First up is Fragattacks, a set of flaws in wireless security protocols, allowing unauthenticated devices to inject packets into the network, and in some cases, read data back out. The flaws revolve around 802.11’s support for packet aggregation and frame fragmentation. The whitepaper is out, so let’s take a look.

Fragmentation and aggregation are techniques for optimizing wireless connections. Packet aggregation is the inclusion of multiple IP packets in a single wireless frame. When a device is sending many small packets, it’s more efficient to send them all at once, in a single wireless frame. On the other hand, if the wireless signal-to-noise ratio is less than ideal, shorter frames are more likely to arrive intact. To better operate in such an environment, long frames can be split into fragments, and recombined upon receipt.