[QUOTE=subenji99;33452291]People keep saying this and it's wrong.
Even a dictionary attack has to first try every word, then every word + every word, then every word ^ 3...
Then try with underscores instead of spaces, then hyphens, then dots, then any other seperators it can think of...
the attacker shouldn't know how many words long your password is. This makes it very difficult even for a dictionary attack to work.[/QUOTE]
Yeah, sorry, you're right - I didn't think of that at the moment. I just did the maths and I got a number huge as fuck.
[url]http://screencast.com/t/K7i8EZ1FsxRS[/url]
so close to being done with parenting in my scene graph
i'm aware of what the problem is, just trying to fix it :v:
Trying to wrap my mind around how to handle Unicode character input. I decided to use UTF-8 internally. So I'm doing my game keyboard input for Windows under the WM_KEY* messages, translating if I don't use that key, and then processing the WM_CHAR messages. This appears to work just fine. From there, I'll do a UTF-16 to UTF-8 conversion, but then what? Do I send each byte one at a time to my handler classes? I don't see any problems here. How do I handle backspaces though - just keep deleting bytes until I find a byte with the first bit as 0? Seems appropriate. Is navigating through characters the same? After that, are there any other considerations I need to take into account? How would I handle CTRL+BACKSPACE? How do I detect right-to-left languages to reverse text navigation - or do I even need to consider this?
I can't find a suitable search query to help with this. I find voice chat to be much easier than this - in fact, I've seriously considered ditching text chat all together, or just reducing it to ASCII, to rely heavily on voice chat. I feel like someone will use my project and say, "Hey, I don't understand what the deal is. This guy clearly knows what Unicode is, but he doesn't even bother to implement Kanflaopfwishsaktionomatopoeia correctly."
[media]http://www.youtube.com/watch?v=O8fwH_-OhWo[/media]
Woo!
I'm insanely excited/happy right now.
After working out some issues with the order in which I multiplied parent and child matrices for my scene graph's nodes, I finally got parenting working proper!
Tomorrow I'll do some memory management work in the scene manager interface, right now there's pretty much zero memory management and no instancing either.
I have an idea for simple instancing but I'm pretty sure it'd be stupid and slow to access/write, but we'll see what happens.
What should I do to jump from 2d XNA to 3d as quickly as possible? I don't want to leave out some fundamental knowledge, but I really want to make the leap.
[QUOTE=Mr. Smartass;33459310]What should I do to jump from 2d XNA to 3d as quickly as possible? I don't want to leave out some fundamental knowledge, but I really want to make the leap.[/QUOTE]
Do you mean a leap from 2D XNA to 3D XNA, or just to raw DirectX/OpenGL 3D?
Either way it depends a lot on how much experience you have with XNA 2D.
I literally started doing 3D a week ago, and it's pretty easy as long as you understand the language you're using. If you want to make the leap, just look up some tutorials and they should explain everything you need to know about 3D theory and terminology. The only real hurdle for me to jump when I started doing 3D was just learning how the new 3D functions and calls all worked, but understanding 3D space is insanely easy, and using any major API or framework you don't need to worry about constructing matrices, so it's pretty straightforward.
I was bored, so I made a particle system in C# + XNA.
[video=youtube;XhFzaKxLPd8]http://www.youtube.com/watch?v=XhFzaKxLPd8[/video]
edit:
Changed one variable from 1000 to 100, now it's a tornado
[video=youtube;iV2_Mguf2eI]http://www.youtube.com/watch?v=iV2_Mguf2eI[/video]
[QUOTE=Kopimi;33459393]Do you mean a leap from 2D XNA to 3D XNA, or just to raw DirectX/OpenGL 3D?
Either way it depends a lot on how much experience you have with XNA 2D.
I literally started doing 3D a week ago, and it's pretty easy as long as you understand the language you're using. If you want to make the leap, just look up some tutorials and they should explain everything you need to know about 3D theory and terminology. The only real hurdle for me to jump when I started doing 3D was just learning how the new 3D functions and calls all worked, but understanding 3D space is insanely easy, and using any major API or framework you don't need to worry about constructing matrices, so it's pretty straightforward.[/QUOTE]
I should have specified, I meant XNA 3D. I understand the language relatively well, but I'm pretty shit when it comes to the 2d space in general (my mind literally cannot think properly in 2d, it causes a shit ton of headaches for me), and I wanted to know if there were certain aspects I should learn before I made the leap.
-snip-
So after my spree of finding lots of random stuff on the internet I set off a script to traceroot them all and plot them on a map.
[img]http://vps.benjojo.co.uk/bigbootysmall.png[/img]
[URL="http://vps.benjojo.co.uk/bigbooty.png"]Large Version here.[/URL]
I just rewrote all the networking code in my game using UDP instead of TCP.(UDP is faster than TCP)
Then I found out that my performance problems was on the client side and had nothing to do with networking.:suicide:
[QUOTE=Kopimi;33459260][media]http://www.youtube.com/watch?v=O8fwH_-OhWo[/media]
Woo!
I'm insanely excited/happy right now.
After working out some issues with the order in which I multiplied parent and child matrices for my scene graph's nodes, I finally got parenting working proper!
Tomorrow I'll do some memory management work in the scene manager interface, right now there's pretty much zero memory management and no instancing either.
I have an idea for simple instancing but I'm pretty sure it'd be stupid and slow to access/write, but we'll see what happens.[/QUOTE]
Do you have scaling? How does it translate to the child?
[editline]27th November 2011[/editline]
[QUOTE=Mr. Smartass;33459505]I should have specified, I meant XNA 3D. I understand the language relatively well, but I'm pretty shit when it comes to the 2d space in general (my mind literally cannot think properly in 2d, it causes a shit ton of headaches for me), and I wanted to know if there were certain aspects I should learn before I made the leap.[/QUOTE]
I think you will find that visualizing 3D in your head is much much harder than 2D. In fact, a lot of concepts in 3D are described in 2D since it's much easier to understand.
[QUOTE=olavst;33459585]I just rewrote all the networking code in my game using UDP instead of TCP.(UDP is faster than TCP)[/QUOTE]
UDP is also less reliable than TCP. Unless you plan on building a whole layer of reliability on top of UDP you should use a good blend of both.
[b]IN OTHER NEWS[/b]
[img]http://dl.dropbox.com/u/11093974/Junk/shityeah.gif[/img]
Yeeaaahhh!!
Sphere-Sphere, Sphere-OBB, Sphere-Plane and Plane-OBB collision response is all working. Time for sleep.
[QUOTE=jalb;33459778]
[b]IN OTHER NEWS[/b]
[img]http://dl.dropbox.com/u/11093974/Junk/shityeah.gif[/img]
Yeeaaahhh!!
Sphere-Sphere, Sphere-OBB, Sphere-Plane and Plane-OBB collision response is all working. Time for sleep.[/QUOTE]
No explosion this time? :I
Didn't Notch do a blog post about why he used TCP over UDP in his block game?
[QUOTE=Jookia;33460551][b]his block game?[/b][/QUOTE]
I think minecraft is well known enough for you to just use its name
[QUOTE=Jookia;33460551]Didn't Notch do a blog post about why he used TCP over UDP in his block game?[/QUOTE]
[url]http://notch.tumblr.com/post/802279517/the-hottest-monday-like-ever[/url]
[QUOTE=Richy19;33460560]I think minecraft is well known enough for you to just use its name[/QUOTE]
Oh, so it's popular now? I bought it, played it a little bit, went "Yeah that's neat" and then forgot it existed.
[QUOTE=Jookia;33460655]Oh, so it's popular now? I bought it, played it a little bit, went "Yeah that's neat" and then forgot it existed.[/QUOTE]
...Are you that oblivious, there's a whole Minecraft forum under the Games section
uh, I think it's fairly obvious he's joking.
[QUOTE=thomasfn;33460635][url]http://notch.tumblr.com/post/802279517/the-hottest-monday-like-ever[/url][/QUOTE]
[quote]I started out implementing level streaming and actually got the client to connect to a server and receive the terrain data over UDP. But there were massive performance issues caused by the synchronous networking I implemented, [/quote]
uhhh
[quote]Fixing the UDP layer to be asynchronous is about as much work as implementing a TCP layer. [/quote]
uhhhhh
what is this guy
Things that do not need HTTP servers. Thermostats:
[img]http://i.imgur.com/hm3mM.png[/img]
[editline]27th November 2011[/editline]
Really why?
This is why IPv4 addresses are running out
[QUOTE=Ziks;33461515]This is why IPv4 addresses are running out[/QUOTE]
it's not like they're expensive. :v:
Why does it even matter?
[QUOTE=Jookia;33460551]Didn't Notch do a blog post about why he used TCP over UDP in his block game?[/QUOTE]
Yeah, but he's still wrong and his arguments were shit.
...and I still get disconnected whenever I try to use a minecart in multiplayer because TCP blows up while struggling to stream chunks that are already a mile away by the time the data arrives. Using UDP and just allowing shit to get dropped would solve this problem. TCP's reliability is a really, really bad thing in this case.
Notch is generally pretty awesome, but he sometimes makes really stupid design choices.
[QUOTE=BlkDucky;33461638]it's not like they're expensive. :v:
Why does it even matter?[/QUOTE]
Because we're going to run out?!
IPv6 is going to fix that however. when it takes off :(
[QUOTE=danharibo;33461837]Because we're going to run out?!
IPv6 is going to fix that however. when it takes off :([/QUOTE]
Well yeah, but that was going to happen anyway. We were going to have to switch to IPv6 at some point regardless if every thermostat, toaster and kitten has an address.
Running out of v4 addresses isn't exactly "a bad thing".
[QUOTE=BlkDucky;33461919]Well yeah, but that was going to happen anyway. We were going to have to switch to IPv6 at some point regardless if every thermostat, toaster and kitten has an address.
Running out of v4 addresses isn't exactly "a bad thing".[/QUOTE]
except it is a bad thing because we're rapidly approaching the point where we run out of ipv4 addresses, and ipv6 still isn't commonplace
[QUOTE=BlkDucky;33461919]Well yeah, but that was going to happen anyway. We were going to have to switch to IPv6 at some point regardless if every thermostat, toaster and kitten has an address.
Running out of v4 addresses isn't exactly "a bad thing".[/QUOTE]
We [b]have[/b] run out of IPv4 unallocated addresses, we need to switch [i]now[/i], and I don't know of any UK ISP that has IPv6 capability.
Everyone's currently going "AAAAAAAAAAAAAAA" and trying to quickstart the v6 revolution before we run out of allocated v4 addresses and everything hits the fan. Giving your toaster it's own IP address is therefore not helping the effort.
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