Working on my PHP obfuscator.
How it works is it parses the input file and traverses the AST munging the fuck out of the code, turning everything into stack operations and so forth.
It actually works, which is awesome:
[img]http://i.imgur.com/qfOfb.png[/img]
Here's the obfuscated source code to that page: [url]https://gist.github.com/1600196[/url]
[QUOTE=Robber;34174910]Then just replace class by struct[/QUOTE]
That'd break any kind of C++ mangling performed by the compiler at link-time.
Anyone know whether there's restrictions on WebM's size? Like multiples of 2 or something? I can't find anything about it but I'm kind of experiencing it.
Oops I fixed it. Never mind. Can use any even resolution.
Is anyone up for trying a group project again? I've had a game idea that's been bugging me for a while now, and I've been finding solo development on past projects a bit boring.
The general idea is a Mars colony simulator, with a focus on mining for minerals. Ideally it would be an Infiniminer / Minecraft clone on Mars with a basic atmosphere model (think SpaceBuild), and optimally cooperative multiplayer. This can obviously be simplified to perhaps just being isometric, or top down tile based, or even down to an ASCII graphics Dwarf Fortress like game. Multiplayer would be fantastic, and I have some experience of networked game programming, but we can always sacrifice that for simplicity.
If no-one's interested then I'll probably just start on my own, but I would really enjoy working with a group of programmers from the start. If anyone would like to know more about how I've been imagining the gameplay then I'll happily describe what I've been thinking about.
Before I get relegated to Ideas Guy status, I will be doing a lot of the programming myself, and I have written a basic Minecraft clone, a networked RPG (Lewt) and the lighting simulator you might have seen at the end of the last thread. I would just love the opportunity to collaborate.
Oh and it would probably be C# + OpenTK and Git.
[editline]12th January 2012[/editline]
We can always give it a try and you can drop out when we don't get anywhere with it.
I'm kind of need in help here. It doesn't have much to do with programming, but I consider you guys really awesome so I hope it's alright.
I'm making a big project in school this week and the subject is matrixes and their uses in computer games. One of the questions wants me to explain 'rowreduction'. I have never heard of this and have done some research. It seems to be the same as Gauss Eliminiation which is a technique that I also have to explain.
So assume that 'rowreduction' = Gauss Elimination, could someone direct me towards a decent source explaining this technique? I haven't been able to track one down other than some very basic ones, but I'm very interested in knowing more about this technique.
On another note I also have to explain calculations with matrixes. I've done addition, subtaction and multiplication. Is division needed at all? I haven't ever really needed it, lol.
[QUOTE=Capsup;34175723][B]I'm kind of need in help here.[/B] It doesn't have much to do with programming, but I consider you guys really awesome so I hope it's alright.
I'm making a big project in school this week and the subject is matrixes and their uses in computer games. One of the questions wants me to explain 'rowreduction'. I have never heard of this and have done some research. It seems to be the same as Gauss Eliminiation which is a technique that I also have to explain.
So assume that 'rowreduction' = Gauss Elimination, could someone direct me towards a decent source explaining this technique? I haven't been able to track one down other than some very basic ones, but I'm very interested in knowing more about this technique.[/QUOTE]
this confused me for a few seconds.
[editline]12th January 2012[/editline]
[QUOTE=Ziks;34175470]Is anyone up for trying a group project again? I've had a game idea that's been bugging me for a while now, and I've been finding solo development on past projects a bit boring.
The general idea is a Mars colony simulator, with a focus on mining for minerals. Ideally it would be an Infiniminer / Minecraft clone on Mars with a basic atmosphere model (think SpaceBuild), and optimally cooperative multiplayer. This can obviously be simplified to perhaps just being isometric, or top down tile based, or even down to an ASCII graphics Dwarf Fortress like game. Multiplayer would be fantastic, and I have some experience of networked game programming, but we can always sacrifice that for simplicity.
If no-one's interested then I'll probably just start on my own, but I would really enjoy working with a group of programmers from the start. If anyone would like to know more about how I've been imagining the gameplay then I'll happily describe what I've been thinking about.
Before I get relegated to Ideas Guy status, I will be doing a lot of the programming myself, and I have written a basic Minecraft clone, a networked RPG (Lewt) and the lighting simulator you might have seen at the end of the last thread. I would just love the opportunity to collaborate.
Oh and it would probably be C# + OpenTK and Git.
[editline]12th January 2012[/editline]
We can always give it a try and you can drop out when we don't get anywhere with it.[/QUOTE]
barring the whole "we suck at group projects" thing, this could be cool.
[QUOTE=swift and shift;34173360]fuck you i use javascript[/QUOTE]
[cpp]
function ClassCount()
{
var pm_CountsCalled = 0; // Private member
this.Call = function()
{
pm_CountsCalled = pm_CountsCalled + 1;
}
this.Get = function
{
return pm_CountsCalled;
}
}
var SomeClass = new ClassCount();
SomeClass.Call();
alert(SomeClass.Get()); // prints 1
alert(SomeClass.pm_CountsCalled); // errors
[/cpp]
Fraudhogan:
[img]http://anyhub.net/file/1mul-mymindisfullof.png[/img]
Focusing light. The ray is coming from the right of the picture.
This is awesome. The longer you leave it the more light bounces - so the more awesome it ends up looking.
[url]http://madebyevan.com/webgl-path-tracing/[/url]
[QUOTE=Ziks;34175470]Is anyone up for trying a group project again? I've had a game idea that's been bugging me for a while now, and I've been finding solo development on past projects a bit boring.
The general idea is a Mars colony simulator, with a focus on mining for minerals. Ideally it would be an Infiniminer / Minecraft clone on Mars with a basic atmosphere model (think SpaceBuild), and optimally cooperative multiplayer. This can obviously be simplified to perhaps just being isometric, or top down tile based, or even down to an ASCII graphics Dwarf Fortress like game. Multiplayer would be fantastic, and I have some experience of networked game programming, but we can always sacrifice that for simplicity.
If no-one's interested then I'll probably just start on my own, but I would really enjoy working with a group of programmers from the start. If anyone would like to know more about how I've been imagining the gameplay then I'll happily describe what I've been thinking about.
Before I get relegated to Ideas Guy status, I will be doing a lot of the programming myself, and I have written a basic Minecraft clone, a networked RPG (Lewt) and the lighting simulator you might have seen at the end of the last thread. I would just love the opportunity to collaborate.
Oh and it would probably be C# + OpenTK and Git.
[editline]12th January 2012[/editline]
We can always give it a try and you can drop out when we don't get anywhere with it.[/QUOTE]
I'd like to hear more about the idea.
[QUOTE=garry;34176006]This is awesome. The longer you leave it the more light bounces - so the more awesome it ends up looking.
[url]http://madebyevan.com/webgl-path-tracing/[/url][/QUOTE]
I can't believe this hasn't been made before... I await the day this technology will be used in games.
[QUOTE=Dlaor-guy;34176116]I can't believe this hasn't been made before... I await the day this technology will be used in games.[/QUOTE]
Unless you plan to be starring at the same stop for long durations without anything moving (including camera) it's not applicable.
[QUOTE=Dlaor-guy;34176116]I can't believe this hasn't been made before... I await the day this technology will be used in games.[/QUOTE]
I think it [i]has[/i] been made before, I'm pretty sure I've seen it in other applications :v:
[QUOTE=Darwin226;34176147]Unless you plan to be starring at the same stop for long durations without anything moving (including camera) it's not applicable.[/QUOTE]
Why not? I can rotate the camera and move stuff in the scene at 60 fps with low quality (lots of noise). I don't think it'll take long until we can do this at high quality.
[QUOTE=Capsup;34175723]I'm kind of need in help here. It doesn't have much to do with programming, but I consider you guys really awesome so I hope it's alright.
I'm making a big project in school this week and the subject is matrixes and their uses in computer games. One of the questions wants me to explain 'rowreduction'. I have never heard of this and have done some research. It seems to be the same as Gauss Eliminiation which is a technique that I also have to explain.
So assume that 'rowreduction' = Gauss Elimination, could someone direct me towards a decent source explaining this technique? I haven't been able to track one down other than some very basic ones, but I'm very interested in knowing more about this technique.[/QUOTE]
This seems like a good explanation: [url]http://www.sosmath.com/matrix/system1/system1.html[/url].
Gaussian elimination and row reduction seem to be the same, but it depends on the definition you've learned at school.
The two important parts are that the solution to the equation system doesn't change with each operation and how the end result is different depending on whether the equation system can be solved.
[QUOTE=Capsup;34175723]On another note I also have to explain calculations with matrixes. I've done addition, subtaction and multiplication. Is division needed at all? I haven't ever really needed it, lol.[/QUOTE]
Matrix division is undefined. (Matrices and vectors are a different number system than real numbers, so the operations are only similar, but not really the same: They must be redefined for each mathematical system.)
You can multiply with the inverse matrix to get back to the original vector/matrix though.
Not all matrices can be inverted: A matrix that gives the same product for different factors (for example an empty matrix or a matrix that compresses an area into a line) has no inverse matrix, because a product with that inverse matrix as factor would have more than one value.
[QUOTE=Dlaor-guy;34176193]Why not? I can rotate the camera and move stuff in the scene at 60 fps with low quality (lots of noise). I don't think it'll take long until we can do this at high quality.[/QUOTE]
Actually I think the point of that demonstration is how it's able to achieve very high quality images gradually. Games probably wouldn't need it to be that precise and some tradeoffs would surely make it much faster (each ray painting a larger portion of the hit surface etc.)
[QUOTE=Dlaor-guy;34176116]I can't believe this hasn't been made before...[/QUOTE]
This has been done lots of times before. Or do you mean in WebGL specifically?
[QUOTE=Darwin226;34176272]Actually I think the point of that demonstration is how it's able to achieve very high quality images gradually. Games probably wouldn't need it to be that precise and some tradeoffs would surely make it much faster (each ray painting a larger portion of the hit surface etc.)[/QUOTE]
Of course they will. Instead of just doing one light bounce per frame (and getting 10,000 fps) you'd to 10 and get 1,000 fps.
It's the way it's gonna end up when computers are fast enough to do it properly in realtime..
[QUOTE=Ziks;34175470]Is anyone up for trying a group project again? I've had a game idea that's been bugging me for a while now, and I've been finding solo development on past projects a bit boring.
The general idea is a Mars colony simulator, with a focus on mining for minerals. Ideally it would be an Infiniminer / Minecraft clone on Mars with a basic atmosphere model (think SpaceBuild), and optimally cooperative multiplayer. This can obviously be simplified to perhaps just being isometric, or top down tile based, or even down to an ASCII graphics Dwarf Fortress like game. Multiplayer would be fantastic, and I have some experience of networked game programming, but we can always sacrifice that for simplicity.
If no-one's interested then I'll probably just start on my own, but I would really enjoy working with a group of programmers from the start. If anyone would like to know more about how I've been imagining the gameplay then I'll happily describe what I've been thinking about.
Before I get relegated to Ideas Guy status, I will be doing a lot of the programming myself, and I have written a basic Minecraft clone, a networked RPG (Lewt) and the lighting simulator you might have seen at the end of the last thread. I would just love the opportunity to collaborate.
Oh and it would probably be C# + OpenTK and Git.
[editline]12th January 2012[/editline]
We can always give it a try and you can drop out when we don't get anywhere with it.[/QUOTE]
Sounds great, but we'd have to make it modular so we can change things without breaking anything.
I haven't much practical experience in game programming though, I've mostly written application stuff so far. I'm relatively good at threading and data processing though.
Does Tortoise Hg work properly with Hg-Git? Tortoise Git is annoying and slow (at least last time I checked, correct me if it works properly on Windows now.)
[QUOTE=garry;34176376]Of course they will. Instead of just doing one light bounce per frame (and getting 10,000 fps) you'd to 10 and get 1,000 fps.
It's the way it's gonna end up when computers are fast enough to do it properly in realtime..[/QUOTE]
I've read somewhere that "the computers are going to get fast" doesn't really hold water anymore. We might not see a drastic increase in computing power for a long time.
[QUOTE=Darwin226;34176549]I've read somewhere that "the computers are going to get fast" doesn't really hold water anymore. We might not see a drastic increase in computing power for a long time.[/QUOTE]
There's nothing throwing more cores at the problem won't solve.
</intel>
um
</amd>
[QUOTE=Darwin226;34176036]I'd like to hear more about the idea.[/QUOTE]
At the start we could just focus on rendering, then world generation, and then gradually adding more content and systems as we go along.
If we were to go the whole way, I would imagine it to become a cross between OpenTTD and Minecraft. The world is cube based, with a cube being about half a metre in each dimension. The server would generate a reasonably large finite map, a square of the surface of Mars. The generator wouldn't have to be too complex, just a simplex noise heightmap with procedural craters and a few dried up rivers / chasms. A few patches of water ice would be placed on the surface in craters and such. Underground there will be seams of random minerals, more ice and so on.
You will play the roll of an employee of one of the newly founded extra terrestrial mining corporations, who plan to set up a new mining colony on a recently prospected area of Mars found to be rich in rare metals.
On joining a server you will be presented with an overview map, and a list of the current active colonies on that map. You can choose to start a new colony, or join an existing one (like OpenTTD). If you start a new colony you can choose where on the map your shuttle will touch down. The initial shuttle you arrive in will contain a moderate amount of supplies, such as water, stored electricity, food, oxygen, and building materials. Also on board is an automated crafting station, where you can create machinery and tools if you have the right materials.
You'll first want to get some power generation going, which can be achieved by placing some solar panels somewhere on the surface and linking them up to the shuttle's batteries. Most machinery you build will need a power supply while operating, so a reliable supply of energy is essential. Power, fluids and gasses, and solid materials can be transported using cables, piping and conveyors respectively. Next you will need a way of producing more oxygen, which can be achieved by placing a water extracting device next to some ice. This requires power to operate, and outputs water. This can be piped to an electrolysis device, which again requires power and outputs hydrogen and oxygen. Oxygen can also be produced (but very slowly) later on by plants in greenhouses, which are also a source of food if we were to include hunger and thirst as properties of your character.
Shelter can be constructed by placing wall, floor and ceiling panels. We will have to develop a system to detect each air tight volume, and store an oxygen level, possibly temperature and even the levels of each gas present in the game like hydrogen if we wanted to go that far. Air vents can be placed on walls or ceilings that are fed power and oxygen, that regulate the oxygen levels inside the volume they are placed in. If we simulate temperature then an aircon unit requiring just power would do the same for the room's temperature. You're character's suit oxygen level will refill if there is sufficient oxygen in the room.
Mining can be performed with either hand held mining drills or automated mining bots. For mining bots, a bot station is placed that the bot recharges at and dumps the material it mines. You would program the bot to mine out a rectangle of a size chosen by the player, and then only need to interact with it when you want to give it a new program or to repair it when it occasionally A conveyor can transport materials from the bot station, which move in chunks of one block's worth of material at a time. The conveyors can be branched based on which material they carry, so you could send all the useless rock to be piled up somewhere on the surface and each metal ore to a respective smelter.
Some devices like doors and lights will accept inputs, and others like switches will generate outputs. Each input accepting device can be given a name or will have an address or similar, and output giving devices will be given a list of devices to output to. In order for a signal to be sent from an output to an input they must be connected by a network cable, although different signals with different sources and destinations can use the same cable network. You could build an automated airlock with a cycle switch that will only open the exterior door when the interior one is closed, and only opens the interior when the exterior is closed and the oxygen level is high enough.
The overall aim would be to make more profit than the other colonies operating on the same map, or if there is just one colony, to just make as much profit as possible. A shuttle will arrive every few days, where you sell minerals you have mined and can buy any supplies you desperately need. Eventually you would want the colony to be self sufficient, and even have most of the mining process automated. Every so often there will be a minor disaster, such as a random machine breaking down or a small meteor hitting somewhere on the map. You will want to make sure that your base is well partitioned with airlocks to minimise damage from the exterior wall being compromised.
Different, and overall better, materials will be found the deeper you dig, but eventually you will discover some remains of an ancient alien civilisation deep underground. Not sure where to go with that though, but it would be cool.
As I said before, we could simplify it a ton to make it easier, but I don't think there is anything above that we would struggle with too much. The general idea is Mars Mining Colony Tycoon, with preferably an Infiniminer style viewpoint but anything down to ASCII will still work.
There's probably a bunch of stuff I forgot, I hadn't written any of the ideas down before now.
[QUOTE=Ziks;34176616]-a great many words-[/QUOTE]
Fund it.
I would play this.
even if it is essentially dwarf fortress in space.
I've written something that could give you a starting code base, it's a bit messy and C++ not C# but it's got blocks.
[QUOTE=danharibo;34176684]I've written something that could give you a starting code base, it's a bit messy and C++ not C# but it's got blocks.[/QUOTE]
I've already got a previous Minecraft clone to work off, but thanks for the offer.
Had to do some simple reverse engineering of a routers config page, and I came across a few good gems:
Uhmmmm
[code]<!--
*********************************************************
* Copyright 2003, CyberTAN Inc. All Rights Reserved *
*********************************************************
This is UNPUBLISHED PROPRIETARY SOURCE CODE of CyberTAN Inc.
the contents of this file may not be disclosed to third parties,
copied or duplicated in any form without the prior written
permission of CyberTAN Inc.
[b]This software should be used as a reference only, and it not
intended for production use![/b]
THIS SOFTWARE IS OFFERED "AS IS", AND CYBERTAN GRANTS NO WARRANTIES OF ANY
KIND, EXPRESS OR IMPLIED, BY STATUTE, COMMUNICATION OR OTHERWISE. CYBERTAN
SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A SPECIFIC PURPOSE OR NONINFRINGEMENT CONCERNING THIS SOFTWARE
-->[/code]
Then in some javascript files we find this:
[code]function delay(gap) //gap is in millisecs
{
var then,now; then=new Date().getTime();
now=then;
while((now-then)<gap)
{
[b]now=new Date().getTime();[/b]
}
}[/code]
They sure love raping the garbage collector
Then a bit down this:
[code]function productname()
{
if( "Wireless-G Broadband Router" == "Wireless-G Broadband Router" )
document.write(share.productname1);
else if( "Wireless-G Broadband Router with SpeedBooster" == "Wireless-G Broadband Router" )
document.write(share.productname2);
}[/code]
Uhhhh
[QUOTE=Tamschi;34176268]This seems like a good explanation: [url]http://www.sosmath.com/matrix/system1/system1.html[/url].
Gaussian elimination and row reduction seem to be the same, but it depends on the definition you've learned at school.
The two important parts are that the solution to the equation system doesn't change with each operation and how the end result is different depending on whether the equation system can be solved.
Matrix division is undefined. (Matrices and vectors are a different number system than real numbers, so the operations are only similar, but not really the same: They must be redefined for each mathematical system.)
You can multiply with the inverse matrix to get back to the original vector/matrix though.
Not all matrices can be inverted: A matrix that gives the same product for different factors (for example an empty matrix or a matrix that compresses an area into a line) has no inverse matrix, because a product with that inverse matrix as factor would have more than one value.[/QUOTE]
Thanks mate! That really helped me. You're right that division of matrixes are undefined, that's why I was really stomped when I thought of writing about it, cause I've never heard of it.
Anyways, it seems row reduction is the whole process of reducing a matrix to a triangular form so you can use gaussian elimination on it. I haven't learned anything about matrixes in school, so all I know so far is self-taught. I only know how to use it somewhat in programming, but this project required me to learn the theory behind matrixes.
[QUOTE=garry;34176006]This is awesome. The longer you leave it the more light bounces - so the more awesome it ends up looking.
[url]http://madebyevan.com/webgl-path-tracing/[/url][/QUOTE]
Holy crap that's fast. Even on this integrated Intel GMA. It's practically real time (with terrible quality).
[QUOTE=Tobba;34176857]Then a bit down this:
[code]function productname()
{
if( "Wireless-G Broadband Router" == "Wireless-G Broadband Router" )
document.write(share.productname1);
else if( "Wireless-G Broadband Router with SpeedBooster" == "Wireless-G Broadband Router" )
document.write(share.productname2);
}[/code]
Uhhhh[/QUOTE]
Maybe that was auto generated, with "Wireless-G Broadband Router" inserted programatically? Although it is an odd way of doing it.
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