Hey, who made the PHP API to authenticate minecraft accounts?
I'd like to know what you did to make it work. I'm making something similar atm.
What the fuck, why is my photo upside down.
[editline]4th October 2011[/editline]
Breaking automerge, aaa
[QUOTE=adamjon858;32633100]Hey, who made the PHP API to authenticate minecraft accounts?
I'd like to know what you did to make it work. I'm making something similar atm.[/QUOTE]
I made one a while ago, so I don't know if you're referring to me.
[quote]
https://login.minecraft.net/?user=$USERNAME&password=$PASSWORD&version=$VERSION
[/quote]
You can just set $VERSION to 99999999, as if you set a lower value like 2 it'll return "Old Version".
If authentication is successful you'll receive
[quote]
$CURRENT_VERSION:$DOWNLOAD_TICKET:$USERNAME:$SESSION_ID
[/quote]
otherwise you'll receive
[quote]
Bad login
[/quote]
[img]http://puu.sh/6xqD[/img]
I didn't quite follow, as I suck with Photoshop, but I like this.
[QUOTE=RusselG;32633342][img]http://puu.sh/6xqD[/img]
I didn't quite follow, as I suck with Photoshop, but I like this.[/QUOTE]
It actually looks like you did that correctly, except Photoshop fixed the moiré pattern. I'll make a step-by-step tomorrow perhaps. I'm falling behind in math homework, so I dunno yet.
I gave up on the Minecraft project, I know it is possible, but just not now.
It is possible now, [b]YOU[/b] just don't know how. You'll also run into legal troubles, because you're ripping EVERYTHING including the name from Mojang. Besides it's not worth it, [url=http://www.minecraft.net/play]you can run Minecraft in the browser anyway.[/url]
[QUOTE=Jelly;32634159]It is possible now, you just don't know how. It's just you'll run into legal troubles, because you're ripping EVERYTHING including the name from Mojang. Besides it's not worth it, [url=http://www.minecraft.net/play]you can run Minecraft in the browser anyway.[/url][/QUOTE]
The idea was to eliminate the Java shit, because Java is a process hog. And, I know how to do it, it's all this new-age WebGL shiz. The legal side didn't occur to me either.
[QUOTE=RusselG;32634180]The idea was to eliminate the Java shit, because Java is a process hog. And, I know how to do it, it's all this new-age WebGL shiz. The legal side didn't occur to me either.[/QUOTE]
Javascript is slower than Java.
[QUOTE=RusselG;32634180]The idea was to eliminate the Java shit, because Java is a process hog. And, I know how to do it, it's all this new-age WebGL shiz. The legal side didn't occur to me either.[/QUOTE]
I know how to build a car, it's all this new-age wheel shiz.
[QUOTE=Jelly;32634244]I know how to build a car, it's all this new-age wheel shiz.[/QUOTE]
I meant like know how it is done, not how to.
[QUOTE=amcfaggot;32634207]Javascript is slower than Java.[/QUOTE]
I guess so, I'm pretty shit at optimisation anyway.
If you know how it's done, you can do it.
[editline]a[/editline]
[b]Supersnail 2.0![/b]
While web development and design seems much easier than general programming in entirety, writing Minecraft in WebGL+JavaScript+HTML5+additional libraries is multitudes more difficult than writing Minecraft in OpenGL+Java+additional libraries.
Alternatively, you could attempt to port Minecraft to using web natives by reverse engineering the codebase and mapping transliterate code. On such a scale, it's very time expensive, though, not to mention unrealistic. It's a really neat idea, but just that.
Especially considering WebGL is so young and there aren't many resources out there.
[QUOTE=Jelly;32634269]If you know how it's done, you can do it.
[editline]a[/editline]
[b]Supersnail 2.0![/b][/QUOTE]
[img]http://plus4chan.org/boards/baw/src/12831003403.jpg[/img]
No thanks, I'm not that bad.
Anyway, I gave up. That's it.
[highlight](User was banned for this post ("Image macro" - Craptasket))[/highlight]
By trying to prove you aren't as bad as him. You've just reassured me you're worse.
[QUOTE=Jelly;32634387]By trying to prove you aren't as bad as him. You've just reassured me you're worse.[/QUOTE]
Gimme some ideas then, I currently am empty.
[QUOTE=amcfaggot;32634207]Javascript is slower than Java.[/QUOTE]
You'll find that with the increasing interest in pushing JavaScript forward, JavaScript engines like v8 are getting incredibly more powerful. Although, yes, Java is obviously faster considering how much work has been put into it and that it's not interpreted at runtime.
The example I posted earlier was not optimised at all, so it's not a very good example. To be honest, I think you could easily make a Minecraft clone with WebGL, that could even run at a decent speed. The issue would probably come down to the amount of memory being used. So if you were going to make a Minecraft styled game with a fixed map size, for example like that Minecraft war game thing, then it would work alright. I think it's also important to note, that I personally think, that Minecraft isn't optimised really well, so it's probably not fair to compare the two of them.
I have just realised how much I hate BIND9 and DNS setup.
Just setting it all up for [url]http://yoitsu.net/[/url] to realise the config.
Misses.
One.
Fucking.
[B]Line.[/B]
Added it then poof it magically works.
Does anyone know how HTML <canvas> works specifically; i.e is it re-rendered every frame or on change.
Which system would be more efficient:
1. Render the map elements as images in canvas, but move the whole canvas element to move the player on the map
2. Render the map elements as images again, but move each image within canvas rather than the canvas element.
If canvas renders and deosn't re-render until the next change I assume 1 would be far better (just like moving an image around the page). The current system is a bunch of <div>'s moving around the screen, which lags when we're talking 1000+ tiles at once.
[QUOTE=Fizzadar;32635962]Does anyone know how HTML <canvas> works specifically; i.e is it re-rendered every frame or on change.[/quote]
You can decide when to re-render and what. You can clear just a part of the canvas and re-draw that only for example.
[quote]Which system would be more efficient:
1. Render the map elements as images in canvas, but move the whole canvas element to move the player on the map
2. Render the map elements as images again, but move each image within canvas rather than the canvas element.[/quote]
I reckon it'd be easier to render the entire map on a secondary (buffer) canvas and then use it all as a single image, and move the player and camera instead of the map.
[quote]If canvas renders and deosn't re-render until the next change I assume 1 would be far better (just like moving an image around the page). The current system is a bunch of <div>'s moving around the screen, which lags when we're talking 1000+ tiles at once.[/QUOTE]The maps don't have to be generated or changed often, right? Then you can just use a secondary canvas for the map and use the result as an image on the first canvas, instead of having to redraw every single element every time. That should give you tenfold the performance.
[QUOTE=Jelly;32634269][b]Supersnail 2.0![/b][/QUOTE]
Banbait
[editline]5th October 2011[/editline]
[QUOTE=Zack0Wack0;32634422]You'll find that with the increasing interest in pushing JavaScript forward, JavaScript engines like v8 are getting incredibly more powerful.[/QUOTE]
Javascript is [i]a lot[/i] slower than Java. You can't compare the two in the first place. It would be a more realistic and still respectable feat to recreate Minecraft classic 1:1 in web natives rather than port either version.
Working on a tumblr theme:
[img]http://i.imgur.com/aVLhT.jpg[/img]
Not sure about the colors.
Edit: Nevermind, closed the tab, forgot to save the code somwhere else. :suicide:
Please vote for this idea if you use windows and like LESS.
[url]http://webmatrix.uservoice.com/forums/128313-webmatrix-suggestions/suggestions/2275286-support-for-less-css[/url]
[QUOTE=commander204;32626661]Why would that be? Wouldn't be the first time in history people decided to just do the opposite of what was the norm, for any reason. I don't think there is a bad Idea in design. I don't believe anyone can really judge what is supposed to be a good design or not, because it is personal.[/QUOTE]
You are confusing design with art.
One day I'll write my own billing software, but for now:
[code]
#custom whmcs hacks
#mowhahahah - whmcs you WILL look nice and you WILL appear well-developed to our customers
#note the use of appear
RewriteEngine On
#make home == clientarea
RewriteRule ^$ clientarea.php [L,QSA]
#services = clientarea?products
RewriteRule services$ clientarea.php?action=products [L,QSA]
#invoices
RewriteRule invoices$ clientarea.php?action=invoices [L,QSA]
RewriteRule invoices/([0-9]+)$ viewinvoice.php?id=$1 [L,QSA]
#emails
RewriteRule emails$ clientarea.php?action=emails [L,QSA]
RewriteRule emails/([0-9]+)$ viewemail.php?id=$1 [L,QSA]
#profile/password
RewriteRule profile/password$ clientarea.php?action=changepw [L,QSA]
#profile/details
RewriteRule profile$ clientarea.php?action=details [L,QSA]
#affiliates
RewriteRule affiliate$ affiliates.php [L,QSA]
#submit ticket
RewriteRule support/new$ submitticket.php [L,QSA]
#view ticket
#RewriteRule viewticket.php /support [R=301,QSA,L]
RewriteRule support/([0-9]+)-([aA-zZ0-9]+)$ viewticket.php?tid=$1&c=$2 [L,QSA]
#support tickets
RewriteRule support$ supporttickets.php [L,QSA]
[/code]
Working on my first Wordpress theme, and it's going well so far :D
[quote][img]http://puu.sh/6yG4.png[/img]
[img]http://puu.sh/6yGe.png[/img][/quote]
Ignore cut line, it's because it's two seperate pictures since I'm busy messing with port forwarding port 8080 so I can actually show it
[QUOTE=Adzter;32639835]Working on my first Wordpress theme, and it's going well so far :D
Ignore cut line, it's because it's two seperate pictures since I'm busy messing with port forwarding port 8080 so I can actually show it[/QUOTE]
If you need some help just let me know.
I know this is a little unorthodox; but I'm struggling with my homework and we've been given ten questions on databases and I'm having difficulty with some questions- would any of you be able to help me please?
The three questions I'm struggling on are;
1. Describe the characteristics of a primary key and how primary keys are used to build relationships
2. An explanation of referential integrity
3. How to ensure integrity of the database when records are deleted
Any help will be much appreciated as I'm really struggling :( [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG]
[QUOTE=Chuushajou;32640176]I know this is a little unorthodox; but I'm struggling with my homework and we've been given ten questions on databases and I'm having difficulty with some questions- would any of you be able to help me please?
The three questions I'm struggling on are;
1. Describe the characteristics of a primary key and how primary keys are used to build relationships
2. An explanation of referential integrity
3. How to ensure integrity of the database when records are deleted
Any help will be much appreciated as I'm really struggling :( [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG][/QUOTE]
Characteristics:
1. Unique - no duplicated data within the key column
2. Accessible - It's readily available when the data is created and accessed
3. Always existant - pretty much what it says
4. Factless - The key itself does not contain any specific information about the given record.
My brain is failing me on coming up with a definition for referential integritys, will try and dig up my old Computing work and see if I can find a sound definition.
[editline]5th October 2011[/editline]
[QUOTE=Chuushajou;32640176]I know this is a little unorthodox; but I'm struggling with my homework and we've been given ten questions on databases and I'm having difficulty with some questions- would any of you be able to help me please?
The three questions I'm struggling on are;
1. Describe the characteristics of a primary key and how primary keys are used to build relationships
2. An explanation of referential integrity
3. How to ensure integrity of the database when records are deleted
Any help will be much appreciated as I'm really struggling :( [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG][/QUOTE]
Characteristics:
1. Unique - no duplicated data within the key column
2. Accessible - It's readily available when the data is created and accessed
3. Always existant - pretty much what it says
4. Factless - The key itself does not contain any specific information about the given record beyond simple referancing i.e product ID.
My brain is failing me on coming up with a definition for referential integritys, will try and dig up my old Computing work and see if I can find a sound definition.
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