#write the most dense, unreadable code in existence

1 messages Β· Page 1 of 1 (latest)

bold nebula
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blow my brains out

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local _=setmetatable({},{__index=function(t,k)return math.random(9)*k end})coroutine.wrap(function()local a=Instance.new'Part'a.Anchored,a.Parent=true,workspace;::_::;a.CFrame=CFrame.Angles(0,os.clock()%(math.pi*2),0)*CFrame.new(0,math.sin(os.clock()*_(1)),0)a.Color=Color3.fromHSV((os.clock()*_(.1))%1,1,1)task.wait(.03)goto _ end)()setmetatable(_G,{__index=function(t,k)return rawget(t,k)or loadstring(k:reverse())()end})local Ηƒ=function(...)return{...}end coroutine.wrap(function()while _ do game:GetService'RunService'.RenderStepped:Wait()for Ɏ=1,_ do _=bit32.bxor(_,Ɏ)end end end)()
obtuse lava
#

alright i already cant compete with that

tardy mica
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Free models scripts r very good in this topic

bold nebula
sinful gust
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I'm impressed

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My question though is does it even work?

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;::_::;

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That looks like a pretty obvious syntax error to me

steady prairie
tall ether
#

You can do double cast, I think.

brazen mural
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here ya go

lean gulch
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based*

steady prairie
#

most obfuscated code vs least obfuscated toolbox code

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Ive already seen them use m1-m150 in toolbox

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it wasn't even their goal to obfuscate...

lean gulch
#

what

spark atlas
#

Obfuscated code is literally unreadable code. That’s the whole point of it.

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Nothing beats obfuscated code

bold nebula
sinful gust
#

Y'all think that's bad?

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It's not dense, but it is horrendous

lost verge
sinful gust
# lost verge

But did you find this in an actual code base?
Also, if you click the edit button on attached files, you can edit the extention to get syntax highlighting on text files

steady prairie
#

it's not really that bad but gives the same vibe

sinful gust
#

fr

lost verge
sharp shale
steady prairie
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cuz no one wrote that

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it is auto generated

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the post clearly states "write"

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if you hand craft the obfuscation it counts

sharp shale
steady prairie
main cradle
main cradle
steady prairie
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doesn't count

main cradle
#

damn

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alright give a second

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lemme do something outrageous

steady prairie
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do these even execute

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I thought that was invalid syntax

main cradle
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i think its lua

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not luau

steady prairie
#

ohhh

main cradle
#

thats why it has goto as well

steady prairie
#

makes sense

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didnt even see the goto

main cradle
#

i give up i cant write unreadable code

steady prairie
main cradle
#

😭

steady prairie
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even if you tried you wouldn't be able to do it because how painful it is

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wtf is this

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by Roblox???

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it's just a helper module with a bunch of features implemented

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like zip and shit

main cradle
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bro toolbox is full of OUTRAGEOUS code

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its so funny

steady prairie
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for reall

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I sometimes get random scripts from toolbox and format them just for fun

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to see what it looks like if it was properly indented

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it still looks horrendous

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πŸ’€

main cradle
#

😭

wraith ginkgo
#

I think obfuscators should not be allowed its gotta be actual code you wrote

midnight dirge
#

If Dead.Value == true do print("dead") DeadEvent:FireServer() end

If Dead.Value == true do print("dead") end If Dead.Value == true do DeadEvent:FireServer() end

this exists, found it in a fwee model

steady prairie
unborn sandal
steady prairie
lost verge
#

how is this valid code bro

midnight dirge
#

when(){}

unborn sandal
steady prairie
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local function tfind(haystack, needle)
    local depth = 1
    local iterator = {next, haystack}
    for k, v in table.unpack(iterator) do
        depth += 1
        table.insert(iterator, table.clone(iterator))
        local function isTableShallow(table: {})
            for _,v in table do
                if type(v) == "table" then
                    return not not table
                end
            end
            return
        end
        local function getIterator(iterator)
            if iterator[3] and type(iterator[3])=="table" and isTableShallow(iterator) then
                return iterator[3]
            end
            return getIterator(iterator[3])
        end
        for kk,vv in table.unpack(getIterator(iterator)) do
            depth += 1
            table.insert(iterator, table.clone(iterator))
            for kkk, vvv in table.unpack(getIterator(iterator)) do
                depth += 1
                table.insert(iterator, table.clone(iterator))
                for kkkk, vvvv in table.unpack(getIterator(iterator)) do
                    depth += 1
                    table.insert(iterator, table.clone(iterator))
                    if (k == kk and k == kkk and k == kkkk and kk == kkk and kk == kkkk and kkk == kkkk and vvvv == needle) then
                        return vvvv
                    end
                end
            end
        end
    end
    return needle
end
#

okay this one is a good one

sinful gust
steady prairie
sinful gust
steady prairie
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okay I love this

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this is an actual wordle game right

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crazy

sinful gust
#

Definitely Wordle related lol

steady prairie
wraith ginkgo
#
local Atomic = {}

function Atomic.prop(name: string, predicate: ((any) -> boolean)?)
    return { __kind = "prop", name = name, predicate = predicate }
end

local function waitForChild(parent: Instance, childName: string): Instance
    local child = parent:FindFirstChild(childName)
    if child then return child end

    local got
    local conn; conn = parent.ChildAdded:Connect(function(c)
        if c.Name == childName then
            got = c
        end
    end)
    repeat task.wait() until got
    conn:Disconnect()
    return got
end

local function waitForProperty(obj: Instance, propName: string, predicate)
    predicate = predicate or function(v) return v ~= nil end
    if predicate(obj[propName]) then return obj[propName] end

    local ready
    local conn; conn = obj:GetPropertyChangedSignal(propName):Connect(function()
        if predicate(obj[propName]) then
            ready = true
        end
    end)
    repeat task.wait() until ready
    conn:Disconnect()
    return obj[propName]
end

function Atomic.bind(path: {any}, callback: (any) -> ()): ()
    task.spawn(function()
        assert(#path > 0, "Atomic.bind: empty path")
        local current = path[1]
        if typeof(current) == "string" then
            current = waitForChild(game, current)
        elseif typeof(current) ~= "Instance" then
            error("Atomic.bind: first step must be Instance or string")
        end

        for i = 2, #path do
            local step = path[i]
            if typeof(step) == "string" then
                current = waitForChild(current, step)

            elseif typeof(step) == "Instance" then
                current = step

            elseif type(step) == "table" then
                local isProp = (step.__kind == "prop") or (rawget(step, 1) ~= nil and type(step[1]) == "string" and #step == 1)
                if not isProp then
                    error(("Atomic.bind: unsupported table step at index %d"):format(i))
                end
                local propName = step.name or step[1]
                local predicate = step.predicate
                current = waitForProperty(current, propName, predicate)

            else
                error(("Atomic.bind: unsupported step type at index %d"):format(i))
            end
        end

        callback(current)
    end)
end

return Atomic
```mega bloat
steady prairie
#

not that good

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but still readable

tardy mica
keen kite
#

-- ==== STATE ==== local activeReasons = {} local ragdolled = false local function addReason(reason) activeReasons[reason]=true end local function removeReason(reason) activeReasons[reason]=nil end local function anyReasons() for _ in pairs(activeReasons) do return true end return false end -- ==== COLLISIONS ==== local function setRagdollCollisions(isOn) for _, part in ipairs({torso, head, leftArm, rightArm, leftLeg, rightLeg}) do if part then part.CanCollide = (part.Name=="Head" or part.Name=="Torso") and isOn or false end end for _, name in ipairs({"LHand","RHand","LFoot","RFoot"}) do local p = character:FindFirstChild(name) if p then p.CanCollide = isOn end end end -- ==== APPLY RAGDOLL ==== local function applyRagdoll() if ragdolled then return end ragdolled = true -- Disable motors & enable BallSocketConstraints for _, pair in pairs(constraints) do if pair.motor then pair.motor.Enabled = false end if pair.socket then pair.socket.Enabled = true end end -- Extra: disable any leftover Motor6Ds under torso for _, motor in ipairs(torso:GetChildren()) do if motor:IsA("Motor6D") then motor.Enabled = false end end for _, part in ipairs(character:GetDescendants()) do if part:IsA("BasePart") then part:SetNetworkOwner(nil) end end local HRP = character:FindFirstChild("HumanoidRootPart") if HRP then local RootJoint = HRP:FindFirstChild("RootJoint") if RootJoint then RootJoint.Enabled = false HRP.Anchored = true end end -- Humanoid humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,true) humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp,false) humanoid.PlatformStand = true humanoid.AutoRotate = false -- Stop all playing animations local animator = humanoid:FindFirstChildOfClass("Animator") if animator then for _, track in ipairs(animator:GetPlayingAnimationTracks()) do track:Stop() end end setRagdollCollisions(true) end -- Example: automatically ragdoll when HP <= STUN_ON_HP

steady prairie
sharp shale
steady prairie
spark atlas
spark atlas
#
β‚šα΅£α΅’β‚™β‚œβ‚"β‚•β‚‘β‚—β‚—β‚’ Wₒᡣₗ𝒹!β‚Ž
#

oops forgot a quotation mark

proven pecanBOT
steady prairie
#

But this is n actual library

wooden marten
#

I don't remember where I found this buttt Face

steady prairie
#

Not regular code

steady prairie
steel dirge
uneven tiger
#

all the way to the other side of the screen

supple anvil