[QUOTE=high;23086596]Well I am using it so only the server can generate the packets.
And actually I am doing an RSA encrypted hash and random DES key. And the body of the packet is encrypted with DES.[/QUOTE]
Oh okay.
Ok, I've been fighting with shaders, lighting and matrices for too long and I've learned close to zero.
Where did you (guys that use OpenGL) learn that stuff?
Considering there's so little information about anything recent is my only option to read the OGL specifications and how much will I learn from it?
Well if you can understand/bear to read a specification, you should learn a bit. :V
[QUOTE=high;23080634]The client doesn't do anything with the server other then checking that it can log into a valid account.[/QUOTE]
Why does your client need to authenticate to a server if it doesn't depend on any resources provided by the server? Why does the server care who the user is?
He's trying to make a drm type deal.
[QUOTE=Jawalt;23089737]Well if you can understand/bear to read a specification, you should learn a bit. :V[/QUOTE]
That's not really an answer since I know I could learn a bit.
Do you really suggest that I read it? Is that the best way? It there ANY other way to learn more recent OpenGL?
I wonder if there is anyway to really compress an image further than a GIF without doing what it does.
The only reason a gif has better compression is because it removes unique colors due to its 256 color restriction. So right now I got this gif at 250kb and this compressed bitmap at 350kb. Removed the unique colors and it got down to 150kb :P.
As for the RSA, I guess the only real way would be for the client to send a public key which it can use to encrypt some unique data it sends that the server uses to encrypt the packet. For example the client sends a random number and the server uses that to encrypt the packet.
Is there anyone that'd like to help me locate some things in the Source engine code (such as removing the crossbow hud ammo display)? I'm not too great with OOP, but I understand C++ to some extent.
[QUOTE=high;23091895]As for the RSA, I guess the only real way would be for the client to send a public key which it can use to encrypt some unique data it sends that the server uses to encrypt the packet. For example the client sends a random number and the server uses that to encrypt the packet.[/QUOTE]
That's called a [url=http://en.wikipedia.org/wiki/Cryptographic_nonce]nonce[/url], and it's an appropriate way to defend against replay attacks. The client chooses a random value and sends it to the server together with the request, and when the server signs its response to send back to the client, it includes the nonce value in the data being signed. If the client can successfully verify the signature (and it knows it has the server's real public key), it can trust that the response it received actually corresponds to the request it sent.
Are you really trying to make a DRM system? There are enough of those in the world already, and the whole concept is fundamentally futile; it's just a matter of time before someone reverse-engineers your program to circumvent the authentication check.
[QUOTE=Darwin226;23090624]That's not really an answer since I know I could learn a bit.
Do you really suggest that I read it? Is that the best way? It there ANY other way to learn more recent OpenGL?[/QUOTE]
If you can stand to wait a month or two the OpenGL Superbible 5th edition will be coming out. If you can't the 4th edition is pretty good, but only goes up to OpenGL 2.1 whereas, 5th will be more up to date (including 3.x and 4.0 from what I understand)
Oh look a link!
[url]http://amzn.com/0321712617[/url]
Wow, that actually looks great. I think I'll get it.
I'm probably being really stupid here, but I've never used C# before so please excuse me if I am. How would I go about making dynamic arrays, but without using ArrayList?
[QUOTE=BAZ;23115191]I'm probably being really stupid here, but I've never used C# before so please excuse me if I am. How would I go about making dynamic arrays, but without using ArrayList?[/QUOTE]
[url=http://msdn.microsoft.com/en-us/library/6sh2ey19.aspx]List<Object>[/url]
[QUOTE=high;23115275][url=http://msdn.microsoft.com/en-us/library/6sh2ey19.aspx]List<Object>[/url][/QUOTE]
I... I think I love you.
[QUOTE=BAZ;23115652]I... I think I love you.[/QUOTE]
No, you love MSDN :v:
It's an awesome resource for .NET
I can't get Code::Blocks to work with SFML. I've followed the steps on the SFML website but I keep getting errors.
I downloaded the mingw with gcc 4.4 off the SFML website and put it in my Code::Blocks folder. After that, I downloaded the SFML Full SDK for the Code::Blocks. I set Code::Blocks up so that it reads the paths to the files for SFML as said on the website. I put in the code it gave me and when I ran the program, it opened up the config.cpp file and gave me a bunch of errors. No idea what I'm doing wrong here...
Edit: I'm making progress. I installed the newest version of Code::Blocks and did some cleaning up. Now I installed SFML and what not and now I'm having this small problem
"This application has failed to start because libgcc_s_dw2-1.dll was not found. Re-installing the application may fix this problem."
Have you tried copying the include and lib folders for SFML over to your MinGW include and lib folders?
Whoops forgot to copy over the mingw files that were provided from the SFML website. All is working now! Yay :3
Good to hear it.
Nice avatar by the way
I'm assuming it's possible to link a C++ file in another C++ file?
What I want to do is make a file for the player's traits and settings. Like defining it's sprite, animations, etc., then adding that C++ file into another C++ so it's more organized. Is this possible?
[QUOTE=slayer20;23121858]I'm assuming it's possible to link a C++ file in another C++ file?
What I want to do is make a file for the player's traits and settings. Like defining it's sprite, animations, etc., then adding that C++ file into another C++ so it's more organized. Is this possible?[/QUOTE]
This is perhaps one of the most common things in any C++ project. Have a look at this:
[URL]http://en.wikipedia.org/wiki/Header_file[/URL]
Essentially, you can make another .cpp file (or in this case, you would like a .h or .hpp file since they are most common for storing things like attributes, functions and classes), and then use
[code]
#include "file.h"
[/code]where file.h is the name of the file you wish to include.
Further reading:
[URL]http://www.gamedev.net/reference/programming/features/orgfiles/page2.asp[/URL]
You may also want to read up about Classes in the C++ Tutorial at [url]www.cplusplus.com[/url]
Anyone know a good way to scroll the view/ change the "camera" view in a 2D platformer AS3 Flash Game?
At the moment i'm just moving everything and that works great but not when it's a large map, it lags like hell. D: I can't for the life of me find or think of a better way.
Could it be lagging because you're drawing off-screen objects? If so, you could add a culling system to skip drawing them.
Hey when you have a delegate as a param, does VS have the option to create a method for it? I know it does for events, but what about params?
For C++ it's more common to name headers ".hpp" (corresponding to ".cpp") instead of ".h" -- the latter are generally assumed to be C headers.
(Other naming schemes sometimes seen are ".cxx" and ".hxx", or ".cc" and ".hh".)
[QUOTE=Wyzard;23124475]For C++ it's more common to name headers ".hpp" (corresponding to ".cpp") instead of ".h" -- the latter are generally assumed to be C headers.[/QUOTE]
I rarely see a project using .hpp, and personally I just use .h. Maybe it's because I can't be bothered to type two additional characters :P
[QUOTE=Wyzard;23124475]For C++ it's more common to name headers ".hpp" (corresponding to ".cpp") instead of ".h" -- the latter are generally assumed to be C headers.
(Other naming schemes sometimes seen are ".cxx" and ".hxx", or ".cc" and ".hh".)[/QUOTE]
Literally every project I've seen so far uses .cpp and .h, no idea why.
[QUOTE=arienh4;23133017]Literally every project I've seen so far uses .cpp and .h, no idea why.[/QUOTE]
Probably out of habit or laziness or because they don't mix C and C++ in their projects.
The header thing is confusing, and I haven't really looked up any tutorials for it yet. I'll do that later though.
Right now I'm having a bit of trouble.
[code] if (Event.Key.Code == sf::Key::Z)
{
HealthBar_HP_S.SetScaleX(0.99);
}
[/code]When I press the Z key, the health bar only goes down once. I want to be able to repeatedly press the Z key to make the health get smaller and smaller.
How might I do this?
Edit: Nevermind I figured it out :3
Edit: Ok new problem, if I keep a hold of the Z key, the health keeps going down. I only want the health to go down once when I press the Z key.
I also can't seem to get it to do something when the scale of the health is 0. I want it to display text saying "Game Over" when the scale of the health = 0 and I can't seem to do that.
[QUOTE=arienh4;23133017]Literally every project I've seen so far uses .cpp and .h, no idea why.[/QUOTE]
Well, you might have heard of boost, or SFML. The use of .h in C++ is a legacy thing, using .hpp is good habit.
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