• What are you working on? May 2012
    2,222 replies, posted
[QUOTE=AtomiCasd;35930633]Reverse engineering is really interesting for some reason. On a side note, how would I force a program that is hardcoded to connect to a remote ip, instead connect to some other ip I've specified?[/QUOTE] replace the ip address in memory
Use your hosts file.
Almost done my frogger clone for college but the highscore table is giving me trouble <:C
[QUOTE=AtomiCasd;35930633]Reverse engineering is really interesting for some reason. On a side note, how would I force a program that is hardcoded to connect to a remote ip, instead connect to some other ip I've specified?[/QUOTE] Hook connect()/sendto(), or patch the executable.
[IMG]http://dl.dropbox.com/u/11197643/offsetmesh.png[/IMG] This isn't getting any better.
I hate to ask this here, but it's a small question with a quick one-word answer: What do you all use for webm recording, as seen in the OP?
Everyone, [URL="steam://friends/joinchat/103582791430091926"]Click here please.[/URL]
[QUOTE=mmavipc;35931044]Everyone, [URL="steam://friends/joinchat/103582791430091926"]Click here please.[/URL][/QUOTE] What if I don't want to be your friend?
[QUOTE=Topgamer7;35931059]What if I don't want to be your friend?[/QUOTE] It joins the FP Programmer chat. [editline]12th May 2012[/editline] Lamest pageking ever
[QUOTE=Map in a box;35929716]I don't see much jpeg rape[/QUOTE] Look at the hill in the background. I probably notice it a lot more than you guys though, since I've seen the full uncompressed version as well as the game itself. Oh and by the way, adding a screenshot key to your game makes it SO much more convenient to grab screenshots of the game, and it's extremely simple to do, at least with C#/OpenTK: [csharp]using (Bitmap bmp = new Bitmap(ClientSize.Width, ClientSize.Height)) { BitmapData data = bmp.LockBits(new Rectangle(0, 0, ClientSize.Width, ClientSize.Height), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format24bppRgb); GL.ReadPixels(0, 0, ClientSize.Width, ClientSize.Height, OpenTK.Graphics.OpenGL.PixelFormat.Bgr, PixelType.UnsignedByte, data.Scan0); bmp.UnlockBits(data); bmp.RotateFlip(RotateFlipType.RotateNoneFlipY); bmp.Save(fileName, ImageFormat.Png); }[/csharp]
After the AP exam my teacher wants the 4 of us to make our own program of sorts. I decided I would make a simple platformer game where the core mechanic was the ability to flip gravity. I started to work on the art work with my shit drawing, here's the map that will show up when selecting a level: [IMG]http://i.imgur.com/UwBZT.png[/IMG] I have no idea what I wanna do for a splash screen. I don't have a name for the game, so a logo would suck but I also don't know how to make it in the likes of SMW where a computer plays Mario across a level. Also my game spans across 3 regions but I have no idea what the white region will be(The brown area will be a castle, green a forest(yes I'm going to update the picture some more)).
Installing linux to use valgrind.. I wish it worked on Windows.
[QUOTE=robmaister12;35929267]ewww jpg compression... anyone know of an image host that doesn't jpg compress everything?[/QUOTE] why are you inlining a 1920x1080 image anyway? [editline]12th May 2012[/editline] a png, too.
[thumb]http://i.imgur.com/PV1Wm.png[/thumb] Well that only took about six hours of screaming frustration to port. [img]http://i.imgur.com/H2Tg5.gif[/img] Now I just need to find out why the mouse input doesn't work, what's wrong with that wall and why the font loader seems to think all my files are 1 byte shorter than they actually are. Also, I was getting bored of my code working exactly the same on multiple platforms. I'm glad Apple were kind enough to introduce me to MACRO HELL. [IMG]http://i.imgur.com/rtlVS.png[/IMG] [editline]13th May 2012[/editline] ...Hey, where the hell is the floor and FPS counter? Argh.
you have defines to use the shortest version of the code for different compilers but that makes the code like 3 times as long(and confusing as fuck), why not just use iterators?
Does anyone here know of any 2d game development libraries for java? When I google it there seems to be so many choices and I was just wondering if anyone uses any and had a recommendation.
[QUOTE=Lexic;35932455] [IMG]http://i.imgur.com/rtlVS.png[/IMG] [/QUOTE] Link to theme please?
[QUOTE=Kamshak;35932530]you have defines to use the shortest version of the code for different compilers but that makes the code like 3 times as long(and confusing as fuck), why not just use iterators?[/QUOTE] Because I like Lambdas and I'll be damned if I'll let a stupid bug in a toolchain that's due for an update soon on a poncy platform I never intended to support in the first place stop me using core language features. I suspect I will disagree with this when I next look at that code but fuck the future. [editline]13th May 2012[/editline] [QUOTE=layla;35932635]Link to theme please?[/QUOTE] [url=http://code.google.com/p/vim/source/browse/runtime/colors/desert.vim]desert.vim[/url] try :colorscheme desert first though, it should be preinstalled.
[QUOTE=Lexic;35932684]Because I like Lambdas and I'll be damned if I'll let a stupid bug in a toolchain that's due for an update soon on a poncy platform I never intended to support in the first place stop me using core language features. I suspect I will disagree with this when I next look at that code but fuck the future.[/QUOTE] Or utilise inheritance. Have a CollisionManagerApple etc that do platform specific tasks. Then the only #ifdef you need is when creating the instance.
[QUOTE=elih595;35932593]Does anyone here know of any 2g game development libraries for java? When I google it there seems to be so many choices and I was just wondering if anyone uses any and had a recommendation.[/QUOTE] Dude, check out [URL="http://code.google.com/p/libgdx/"]libGdx[/URL] it's a badass library for a lot of game-related things with java. Also when you're ready with your game it makes porting to other platforms (mainly Android) a lot easier.
Well, with the exception of two strange, horizontal and vertical lines, my new rendering method works fairly well When i say fairly well, i mean that rendering time has gone from 80 ms, to 40 ms. There is now no cpu involvement either, and no data needs to be read back to host at any point. Image (2 million triangles roughly) [IMG]http://dl.dropbox.com/u/33076954/New/Gotta%20go%20fast.PNG[/IMG] It wasn't the most complex change. The kernel that writes depth information now also writes interpolated lighting normals and UVW coordinates to two screenwidth*screenheight textures. Depth information is also written, though to a regular buffer rather than a texture (need of atomic operations) These textures are passed to the next kernel which runs threads for every pixel on the screen, then calculates lighting and colour information based on the buffers passed previously This is a massive improvement over the previous "one thread per triangle approach" as the load is now always balanced properly, and there aren't a lot of wasted non drawn pixels having their depth values checked in the slower kernel Edit: The thing keeps disappearing as well which is unhelpful. I suspect memory corruption somewhere is causing these issues
Hooray! OBJ file loading! (Excuse the lag ;) [url]removed[/url] Edit: Dropbox bandwidth limit
So I am working currently on a cool gayme its called "hi postal"
[QUOTE=Lexic;35932455]Now I just need to find out why the mouse input doesn't work, what's wrong with that wall and why the font loader seems to think all my files are 1 byte shorter than they actually are. Also, I was getting bored of my code working exactly the same on multiple platforms. I'm glad Apple were kind enough to introduce me to MACRO HELL. [IMG]http://i.imgur.com/rtlVS.png[/IMG] [editline]13th May 2012[/editline] ...Hey, where the hell is the floor and FPS counter? Argh.[/QUOTE] Wait a few days for LLVM 3.1 to come out (release date is currently the 14th). Clang finally has lambdas. Finally. :v: (also, why not just use a functor in the meantime? You won't be ripping your hair out :v:)
[QUOTE=Hypershadsy;35931036]I hate to ask this here, but it's a small question with a quick one-word answer: What do you all use for webm recording, as seen in the OP?[/QUOTE] I usually record in .wmv format, convert it using [url=http://www.online-convert.com/]this[/url] tool and then upload it to my ftp-server.
[vid]http://dl.dropbox.com/u/3658928/video-2012-05-13-16-41-36.mp4.webm[/vid]
I'd like to do things with it but I don't know the slightest bit of javascript which makes it a bit difficult.
When can we expect to see the first GNU/JSOS distribution? :v:
[QUOTE=danharibo;35936358]When can we expect to see the first GNU/JSOS distribution? :v:[/QUOTE] With enough patience, I think you can actually start doing one now. Although there's no Xorg-like system for it yet (?)
[QUOTE=T3hGamerDK;35936365]Although there's no Xorg-like system for it yet (?)[/QUOTE] And hopefully not ever.
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