[QUOTE=Dlaor-guy;31290803]Oh my god that is amazing! How the hell did you do that?[/QUOTE]
I have a secret prototype of a quantum computer, and I used it to view the image he posted and saw he had it written in the text box above.
[QUOTE=esalaka;31290819]Remove that "Cannot be decoded". It can, theoretically. Just make it read "Hash" or something.
The point is that it's nowadays fairly easy and quick to get values of MD5 hashes due to some advanced attacks that work on them so they can be 'solved' but they cannot be decoded to the [B]original[/B] value with 100% certainty.[/QUOTE]I guess that makes sense. I could change it to "Have fun decoding this" though.. :v:
Anything else I should add that will make it less semi-useless?
Actual encryption? A simple XOR cipher should do.
[editline]23rd July 2011[/editline]
Also by "Fairly easy and quick" I mean "This won't take you hundreds of years potentially"
public/private key encryption.
I just got a book on encryption from the local library, gotta see if it has something on asymmetric encryption :3:
Ok, I'll add an extra menu or something where you input a string and a key with a decrypt/encrypt button. Thanks :)
[editline]12:31[/editline]
[img]http://gyazo.com/6ab5dba944a29ccc2c1a4a4e49dfd393.png[/img]
[img]http://gyazo.com/99aa32144b07c773a4e4a3cbd1009afc.png[/img]
I'm going to add encryption for files next I think
If you're using .NET check out System.Security.Cryptography. RSA would be nice to implement. SHA as well and maybe AES/DES?
Managed to get ogre3d to work with visual studio 10 and compiled the tutorial application. Now even with extra precompiled headers
Well, I added mipmapping, but I'm not sure I like the result.
Areas that used to look like this:
[URL=http://imageshack.us/photo/my-images/687/fractalgl3.png/][IMG]http://img687.imageshack.us/img687/9526/fractalgl3.png[/IMG][/URL]
now look like this:
[URL=http://imageshack.us/photo/my-images/851/fractalgl4.png/][IMG]http://img851.imageshack.us/img851/8126/fractalgl4.png[/IMG][/URL]
Mathematically, it's correct: in those noisy areas the function is changing so quickly that it goes through the entire color gradient (maybe more than once) in the short distance from one pixel to the next. The average color over the whole pixel is therefore the average color of the whole gradient, which is that solid color. But it doesn't look very nice.
Should I keep it or toss it? Or change it some other way?
[QUOTE=esalaka;31290936]I just got a book on encryption from the local library, gotta see if it has something on asymmetric encryption :3:[/QUOTE]
Scan that book and email me every page...
[QUOTE=Ziks;31289382]I don't have proper support for versions of OpenGL as old as that, but I'll move on to supporting them after nVidia cards work properly. Also, did you modify the shaders at all before running?[/QUOTE]
your thing for some reason uses openGL 2.1.2 although my gtx570 should support higher versions :S
Also the text rendering is fucked up and the player sprite just looks fucked up, it keeps stretching itself and for some reason is tiled :/
how to solve this?
[QUOTE=Kamshak;31292236]your thing for some reason uses openGL 2.1.2 although my gtx570 should support higher versions :S
Also the text rendering is fucked up and the player sprite just looks fucked up, it keeps stretching itself and for some reason is tiled :/
how to solve this?[/QUOTE]
He has already said that NVidia cards have errors
[img]http://i.min.us/ibV3YQ.png[/img]
[QUOTE=Kamshak;31292236]your thing for some reason uses openGL 2.1.2 although my gtx570 should support higher versions :S
Also the text rendering is fucked up and the player sprite just looks fucked up, it keeps stretching itself and for some reason is tiled :/
how to solve this?[/QUOTE]
OpenGL version past 2.1 really means jack shit, other than at the programmer's end. Once you've got the programmable pipeline it's possible to create the same shit in every version. I mean there's exceptions to this (like the new tesselation shit).
Has anyone had any success in changing the shaders so sprites look normal?
Anyone have any links about particle systems?
What language?
It's more about the theory of it but C++
[QUOTE=Loli;31292182]Scan that book and email me every page...[/QUOTE]
I wasn't aware you understood and could read Finnish :v:
[QUOTE=neos300;31294842]It's more about the theory of it but C++[/QUOTE]
I don't have any links, but basic theory is that you have a vector/list of particles and every one of them has some variables which contain their position, speed, rotation, colour (+alpha), their time of creation and their "lifetime", if you don't have a common class/struct for every type of particle or want some randomness.
Then in your update loop you foreach through your vector of particles. If their time of creation + lifetime is more than or equal to current time, you destroy them (or fade their alpha and then destroy them). Then you apply their speed to their position & more stuff like that.
I have never made a particle system though, so take my advice with a grain of salt.
[QUOTE=esalaka;31295142]I wasn't aware you understood and could read Finnish :v:[/QUOTE]
I can learn. Now hop to it man.
[QUOTE=Loli;31295410]I can learn. Now hop to it man.[/QUOTE]
Up to page 106 the only thing usable in practise is a set of explanations on how DES works
and DES is so last century
[QUOTE=neos300;31294842]It's more about the theory of it but C++[/QUOTE]
Thought you meant a actual how-to tutorial. :v:
[QUOTE=Jawalt;31292392]OpenGL version past 2.1 really means jack shit, other than at the programmer's end. Once you've got the programmable pipeline it's possible to create the same shit in every version. I mean there's exceptions to this (like the new tesselation shit).[/QUOTE]
[I]Shit.[/I]
Players can down download custom content from servers if they don't already have it! I'll upload a video demonstrating this tomorrow.
[QUOTE=esalaka;31295467]Up to page 106 the only thing usable in practise is a set of explanations on how DES works
and DES is so last century[/QUOTE]
Anything on AES and Asymmetric Algorithms?
[QUOTE=awfa3;31280685]Someone just made a WYSIWYG editor for Source shaders! Amazing stuff...
[video=youtube;82AMwQGjc8Y]http://www.youtube.com/watch?v=82AMwQGjc8Y[/video]
FP Thread where I found it: [url]http://www.facepunch.com/threads/1108567-Source-Shader-Editor-a-WYSIWYG-shader-editor-from-our-friend-Biohazard.-Or-that-quot-dino-mod-guy.-quot[/url][/QUOTE]
I need to make this for GLSL...
[editline]24th July 2011[/editline]
[QUOTE=Jawalt;31292392]OpenGL version past 2.1 really means jack shit, other than at the programmer's end. Once you've got the programmable pipeline it's possible to create the same shit in every version. I mean there's exceptions to this (like the new tesselation shit).[/QUOTE]
With the newer versions, the OpenGL version matters much less than the actual extension's availability. The version ensures it's there and it works, but you'll have to manually get the function pointers anyway.
[QUOTE=Loli;31296312]Anything on AES and Asymmetric Algorithms?[/QUOTE]
Nothing on AES (yet?) but I'm assuming it will describe RSA or something.
After a quick browsing lots of the asymmetric encryption examples seemed to involve PGP.
Also, I didn't mention it but this is not a book on programming encryption systems. It's merely a book on the subject of encryption, and a very general one at it.
If you have two bitmap images (ie two arrays in memory) which are colliding, where all the non colliding objects are represented by black, can you simply OR the relevant parts of the array together and check it against the original value?
Working on player "flipping" and weapon equipping. When I get those done I will have something worth taking pictures/videos of.
[QUOTE=Icedshot;31297255]If you have two bitmap images (ie two arrays in memory) which are colliding, where all the non colliding objects are represented by black, can you simply OR the relevant parts of the array together and check it against the original value?[/QUOTE]Why not AND since you want to see where object A AND object B are?
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