[media-types] Re: [IANA #1455426] application/vnd.dg l registration request
"Murray S. Kucherawy" <[email protected]> Tue, 14 Jul 2026 22:41:46 -0700
| Newsgroups | gmane.ietf.types |
|---|---|
| Message-ID | <CAL0qLwYidzh-S_xOW80_gGYs=piNA7Z+w5YVO5fXyPiwrhzQ+w@mail.gmail.com> |
--===============7560760987103712968== Content-Type: multipart/alternative; boundary="000000000000362e6306569fc808" --000000000000362e6306569fc808 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable A couple of minor things. -MSK On Tue, Jul 7, 2026 at 3:53=E2=80=AFPM Sabrina Tanamal via RT < [email protected]> wrote: > Name: Yusuf V=C4=B1zv=C4=B1z > > Email: [email protected] > > Media type name: application > > Media subtype name: vnd.dgl > > Required parameters: vnd.dgl > Correct me if I'm wrong, but I'm pretty sure you want "N/A" here, and don't want to define a parameter that's the same as the subtype name. > Optional parameters: N/A > > Encoding considerations: binary > > Security considerations: This media type contains executable machine code > designed to function as a dynamic library for game engines. Since it > executes binary code directly on the host processor, it carries risks > associated with arbitrary code execution if modified by malicious actors. > Security relies heavily on the host operating system's native dynamic > linking security mechanisms. Applications using this format are advised t= o > implement digital signature verification and checksum validation before > loading the library into memory to ensure data integrity and prevent > unauthorized code injection. > > Interoperability considerations: The .dgl format is designed to be > cross-platform, but actual compilation depends on the targeted operating > system architecture (e.g., PE format for Windows, ELF format for Linux). > Care must be taken by developers to compile for the specific target > architecture of the host game engine. > > Published specification: None. The specification is currently private and > under development by the vendor. > > Applications which use this media: Custom game engines, game runtime > environments, and integrated development environments (IDEs) designed for > modular game architecture. > > Fragment identifier considerations: None. Fragment identifiers are not > applicable to this binary format. > > Restrictions on usage: None. > > Provisional registration? (standards tree only): No > > Additional information: > > 1. Deprecated alias names for this type: None. > This should be "N/A", or else one might think "None" is an alias. > 2. Magic number(s): None. Follows standard PE/ELF binary headers. > 3. File extension(s): .dgl > 4. Macintosh file type code: None. > 5. Object Identifiers: None. > > General Comments: This registration is for establishing a formal media > type for modular dynamic game libraries used in independent game > development. > > Person to contact for further information: > > 1. Name: Yusuf V=C4=B1zv=C4=B1z > 2. Email: [email protected] > > Intended usage: YAYGIN > > The format is intended for general use within public and private game > software development environments. > It can't be used in public environments with a private specification. > Author/Change controller: Individual Author: Yusuf V=C4=B1zv=C4=B1z > [email protected] > --000000000000362e6306569fc808 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr"><div><span style=3D"background-color:transparent">A couple= of minor things.</span></div><div><span style=3D"background-color:transpar= ent"><br></span></div><div><span style=3D"background-color:transparent">-MS= K</span></div><div dir=3D"ltr"><span style=3D"background-color:transparent"= ><br></span></div><div dir=3D"ltr"><span style=3D"background-color:transpar= ent">On Tue, Jul 7, 2026 at 3:53=E2=80=AFPM Sabrina Tanamal via RT <<a h= ref=3D"mailto:[email protected]">[email protected]</a>>= ; wrote:</span></div><div class=3D"gmail_quote gmail_quote_container"><bloc= kquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-left:= 1px solid rgb(204,204,204);padding-left:1ex">Name: Yusuf V=C4=B1zv=C4=B1z<b= r> <br> Email: <a href=3D"mailto:[email protected]" target=3D"_blank">wer0011yq@g= mail.com</a><br> <br> Media type name: application<br> <br> Media subtype name: vnd.dgl<br> <br> Required parameters: vnd.dgl<br></blockquote><div><br></div><div>Correct me= if I'm wrong, but I'm pretty sure you want "N/A" here, a= nd don't want to define a parameter that's the same as the subtype = name.</div><div>=C2=A0</div><blockquote class=3D"gmail_quote" style=3D"marg= in:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1e= x">Optional parameters: N/A<br> <br> Encoding considerations: binary<br><br> Security considerations: This media type contains executable machine code d= esigned to function as a dynamic library for game engines. Since it execute= s binary code directly on the host processor, it carries risks associated w= ith arbitrary code execution if modified by malicious actors. Security reli= es heavily on the host operating system's native dynamic linking securi= ty mechanisms. Applications using this format are advised to implement digi= tal signature verification and checksum validation before loading the libra= ry into memory to ensure data integrity and prevent unauthorized code injec= tion.<br> <br> Interoperability considerations: The .dgl format is designed to be cross-pl= atform, but actual compilation depends on the targeted operating system arc= hitecture (e.g., PE format for Windows, ELF format for Linux). Care must be= taken by developers to compile for the specific target architecture of the= host game engine.<br> <br> Published specification: None. The specification is currently private and u= nder development by the vendor.<br> <br> Applications which use this media: Custom game engines, game runtime enviro= nments, and integrated development environments (IDEs) designed for modular= game architecture.<br> <br> Fragment identifier considerations: None. Fragment identifiers are not appl= icable to this binary format.<br> <br> Restrictions on usage: None.<br> <br> Provisional registration? (standards tree only): No<br> <br> Additional information:<br> <br> 1. Deprecated alias names for this type: None.<br></blockquote><div><br></d= iv><div>This should be "N/A", or else one might think "None&= quot; is an alias.</div><div>=C2=A0</div><blockquote class=3D"gmail_quote" = style=3D"margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);pa= dding-left:1ex"> 2. Magic number(s): None. Follows standard PE/ELF binary headers.<br> 3. File extension(s): .dgl<br> 4. Macintosh file type code: None.<br> 5. Object Identifiers: None.<br> <br> General Comments: This registration is for establishing a formal media type= for modular dynamic game libraries used in independent game development.<b= r> <br> Person to contact for further information:<br> <br> 1. Name: Yusuf V=C4=B1zv=C4=B1z<br> 2. Email: <a href=3D"mailto:[email protected]" target=3D"_blank">wer0011y= [email protected]</a><br> <br> Intended usage: YAYGIN<br> <br> The format is intended for general use within public and private game softw= are development environments.<br></blockquote><div><br></div><div>It can= 9;t be used in public environments with a private specification.</div><div>= =C2=A0</div><blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0= .8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">Author/Change= controller: Individual Author: Yusuf V=C4=B1zv=C4=B1z <a href=3D"mailto:we= [email protected]" target=3D"_blank">[email protected]</a><br> </blockquote></div></div> --000000000000362e6306569fc808-- --===============7560760987103712968== Content-Type: text/plain; charset="utf-8" MIME-Version: 1.0 Content-Transfer-Encoding: base64 Content-Disposition: inline X19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX18KbWVkaWEtdHlw ZXMgbWFpbGluZyBsaXN0IC0tIG1lZGlhLXR5cGVzQGlldGYub3JnClRvIHVuc3Vic2NyaWJlIHNl bmQgYW4gZW1haWwgdG8gbWVkaWEtdHlwZXMtbGVhdmVAaWV0Zi5vcmcK --===============7560760987103712968==--