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Developing secure software is a challenge. Writing really secure software is a real challenge.
Here are the articles which touch different security aspects of software, from “what cipher suites are not to be used with TLS”, to certain more or less novel things under ‘Security Research’ subcategory.

All Rants on Security, page 5:

MMOG. RTT, Input Lag, and How to Mitigate Them

Quote: “For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. ‘input lag’)”
Another Quote: “No, better bandwidth doesn’t necessarily mean better latency”
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On Cheating, P2P, and [non-]Authoritative Servers from “D&D of MMOG” book

Abstract: “Any successful MMOG faces cheaters, and currently authoritative servers is the only way which enables fighting them.”
Quote: “Two things are infinite: the universe and human stupidity; and I’m not sure about the universe. — Albert Einstein”
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Client-Plus-Server Password Hashing as a Potential Way to Improve Security Against Brute Force Attacks without Overloading the Server

Abstract: Client-Side password hashing (in addition to existing server-side hashing) can improve resilience to brute-force attacks.
Quote: “Even if client-side is 10x slower than server-side, it leaves us with 10x improvement which is certainly a good thing to have”
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Part VIIb: Security (concluded) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “What is practically very important – is to keep all the “unsanitized” data in one place.”
Another Quote: “What will happen if attacker got the whole database of your users’ passwords?”
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Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “Design of secure protocols is a thing which even security professionals have lots of problems with.”
Another Quote: “In the security field, if you can disable something unused – you SHOULD do it”
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