[QUOTE=nekosune;27756037]In a different thread, a fake tf2 items generator was posted, dissasembled it to find the URL, which was ended in send.php and in the url ? file=computername.txt simply replaced computername.txt with send.php, and overwrote the phisher's program with nonsense. :smug:[/QUOTE]
Should have replaced it with a script that deletes every file.
[QUOTE=geel9;27756635]Should have replaced it with a script that deletes every file.[/QUOTE]
Only had some obviously fake user/passes and the file itself there, I figured rewriting it so it fails silently, was better.
Working on my android app. I have it downloading an entire page's HTML every song. I'm thinking of speeding this up by:
1.Having a webserver that the android app requests with a song ID
2.The webserver searches in its database to see if it has the song's info already.
3.If it does, display the info to the app.
4.If not, download the source code, scrape it for the info, add the info to the database, and display the info to the android app.
Good idea?
[QUOTE=CarlBooth;27755585]Which would probably be the case, if we compared them side-by-side.
A screenshot is totally independent of the monitor.[/QUOTE]
If your monitor has RGB aligned colors, a screenshot with BGR cleartype settings applied might look weird, which is what I'm assuming here.
Or something. Let's stop this argument.
Cleartype subpixel rendering probably won't show on a screenshot anyway.
[QUOTE=Darwin226;27756432]I want to make a particle system in non-deprecated OGL.
But I keep opening and closing VS...
What can I do to get the motivation to start?[/QUOTE]
You need a deadline.
[QUOTE=Jawalt;27756727]Cleartype subpixel rendering probably won't show on a screenshot anyway.[/QUOTE]
Why wouldn't it?
Got texturing added, although this isn't really going to be used; it was mainly for learning purposes.
[img_thumb]http://i55.tinypic.com/t6uo9s.png[/img_thumb]
-snip-
[QUOTE]As you can tell on the last picture there's still a lot of improvements to be made. But being this is my very first time doing A* path finding, I think it's pretty cool at the moment.[/QUOTE]
Hey, that looks pretty cool. I'm having some trouble implementing A*, if you are not busy I was wondering if you could give me an hand. Here's my steamid: victorius72
What's A*?
[QUOTE=supersnail11;27758482]What's A*?[/QUOTE]
A* (called A-Star) is a pathfinding algorithm.
I've been playing around with the minecraft coding pack and after fixing a few bugs in the obsfucation (they had it as blockIce when it was ice) I managed to somehow work out how everything worked. I managed to make arrows that explode when they land with the bug that if they land in water there will be no explosion but the repelling and damage will be there indefinitely, awesome! It's pretty fun and probably going to try and see if I can make blocks that are logic gates tomorrow.
[QUOTE=SupahVee;27758465]Hey, that looks pretty cool. I'm having some trouble implementing A*, if you are not busy I was wondering if you could give me an hand. Here's my steamid: victorius72[/QUOTE]
Sorry, I'm not very good at helping others. But, here's a very well made tutorial on A*.
[url]http://www.policyalmanac.org/games/aStarTutorial.htm[/url]
Sup, Sierpinksi or whatever he's called asked me to do a cool triangle for him
[img]http://gyazo.com/5ef863a89ed217f7aa20aa435b352d3f.png[/img]
I think I'm gonna do something with squares or carpets for him too
Found a reflective shadow map sample for the XBox, the photo doesn't do it justice. It calculates the indirect lighting in a forward renderer (twice as fast) but it won't scale. I'm going to implement deferred shading -- I might implement reflective shadow maps later and compare.
[img]http://f.anyhub.net/1ERY[/img]
[QUOTE=DevBug;27759271]Found a reflective shadow map sample for the XBox, the photo doesn't do it justice. It calculates the indirect lighting in a forward renderer (twice as fast) but it won't scale. I'm going to implement deferred shading -- I might implement reflective shadow maps later and compare.
[img_thumb]http://f.anyhub.net/1ERY[/img_thumb][/QUOTE]
Is that where the light moves across from left to right?
I've seen it before somewhere.
[QUOTE=CarlBooth;27759343]Is that where the light moves across from left to right?
I've seen it before somewhere.[/QUOTE]
No, it's not [url=http://www.youtube.com/watch?v=--PTRapqguY]CryEngine3[/url].
[QUOTE=xAustechx;27758847]Sorry, I'm not very good at helping others. But, here's a very well made tutorial on A*.
[url]http://www.policyalmanac.org/games/aStarTutorial.htm[/url][/QUOTE]
I don't understand something:
I have a Map class that contains a Tile[,] array. Tile is a class with X, Y, Value properties.
I also have a Node class, with X, Y, G, H, F properties.
Do I have to create a node for each tile, or can I create nodes on-the-fly when I need them?
When and how do I calculate the G and H values? Between what nodes?
[QUOTE=DevBug;27759444]No, it's not [url=http://www.youtube.com/watch?v=--PTRapqguY]CryEngine3[/url].[/QUOTE]
By the looks of it, it's the same map though.
[img]http://gyazo.com/a2dfbc9bf7481ed3ea3f446bf2929f5d.png[/img]
what
messing with sfxr is fun, already got a few clips
Going to see if anyone at my school would mind making some ambient music for the game, may even provide a bunch of sfxr sound clips that they could use. I can already think of 1 or 2 people who would be willing to do it.
[QUOTE=CarlBooth;27759742]By the looks of it, it's the same map though.[/QUOTE]
The sample uses the sponza model, the CryEngine3 global illumination demo uses an updated version. You can get it [url=http://crytek.com/cryengine/cryengine3/downloads]here[/url].
[QUOTE=Darwin226;27756432]I want to make a particle system in non-deprecated OGL.
But I keep opening and closing VS...
What can I do to get the motivation to start?[/QUOTE]
Haha oh wow, I literally JUST started on that exact thing
Given up for now though - I got fed up of not being able to ever get VBOs working properly
I'll just use the OGL code from my noise terrain thing and apply it to 2D. Hopefully.
Write five lines of code, you should get right into it. Time to write IObject. To make my engine update and render on different threads everything inherits from IObject and you simply call the function with the help of macros and it will synchronize before rendering.
My code for A* pathfinding. It stays in an infinite loop because openList.Count keeps increasing and the loop should stop when openList.Count is 0.
I've followed this tutorial [url]http://www.policyalmanac.org/games/aStarTutorial.htm[/url]
I didn't understand the part that says:
[code] else
{
// If it is on the open list already, check to see if this path to that square is better,
// using G cost as the measure. A lower G cost means that this is a better path.
// If so, change the parent of the square to the current square, and recalculate the G and F scores of the square.
// If you are keeping your open list sorted by F score, you may need to resort the list to account for the change.
}[/code]
I need to implement that, but I'm not sure between what nodes I should check the values. I do not believe it is causing the infinite loop bug though.
---
Here is the full code. What am I doing wrong?
[php] private static void ConnectRooms(PGMap mMap, PGRoom mRoom1, PGRoom mRoom2)
{
List<PGTile> borderTiles1 = mRoom1.GetBorderTiles(); // List of walls surrounding the first room
List<PGTile> borderTiles2 = mRoom2.GetBorderTiles(); // List of walls surrounding the second room
int rdi1 = Random.Next(0, borderTiles1.Count);
int rdi2 = Random.Next(0, borderTiles2.Count);
PGNode startNode = new PGNode(borderTiles1[rdi1].X, borderTiles1[rdi1].Y);
PGNode endNode = new PGNode(borderTiles2[rdi2].X, borderTiles2[rdi2].Y);
List<PGNode> openNodes = new List<PGNode>();
List<PGNode> closedNodes = new List<PGNode>();
List<PGNode> solutionNodes = new List<PGNode>();
startNode.G = 0;
startNode.H = ManhattanH(startNode, endNode);
openNodes.Add(startNode); // 1) Add the starting square (or node) to the open list.
while (openNodes.Count > 0) // 2) Repeat the following:
{
openNodes.Sort(delegate(PGNode p1, PGNode p2)
{
return p1.F.CompareTo(p2.F);
}); // a) Look for the lowest F cost square on the open list.
PGNode current = openNodes[0]; // a) We refer to this as the current square.
if (current == endNode || openNodes.Contains(endNode))
{
while (current != null)
{
solutionNodes.Add(current);
current = current.Parent;
}
break;
}
else
{
openNodes.Remove(current);
closedNodes.Add(current); // b) Switch it to the closed list.
foreach (PGNode neighbor in current.GetNeighbors()) // c) For each of the 8 squares adjacent to this current square …
{
if (closedNodes.Contains(neighbor) ||
mMap.GetValue(neighbor.X, neighbor.Y) == 1 ||
mMap.IsTileValid(neighbor.X, neighbor.Y) == false)
continue; // If it is not walkable or if it is on the closed list, ignore it.
if (openNodes.Contains(neighbor) == false)
{
openNodes.Add(neighbor); // If it isn’t on the open list, add it to the open list.
neighbor.Parent = current; // Make the current square the parent of this square.
neighbor.G = neighbor.Parent.G + 10;
neighbor.H = ManhattanH(neighbor, endNode); // Record the F, G, and H costs of the square.
}
else
{
// If it is on the open list already, check to see if this path to that square is better,
// using G cost as the measure. A lower G cost means that this is a better path.
// If so, change the parent of the square to the current square, and recalculate the G and F scores of the square.
// If you are keeping your open list sorted by F score, you may need to resort the list to account for the change.
}
}
}
}
foreach (PGNode node in solutionNodes)
{
mMap.SetValue(node.X, node.Y, 0);
}
}
[/php]
If anyone cares, I uploaded the source code for my RPG to [url=http://eragon-rpg.99k.org]google code[/url].
Now it's protected against any new laptop crashes
Something along the lines of this pseudo code:
[cpp]
else
{
PGNode newPath.G = calculateG(current, neighbor);
if(newPath.G < neighbor.G)
{
neighbor.Parent = current;
neighbor.G = calculateG(...);
neighbor.F = calculateF(...);
}
}
[/cpp]
My net lib is doing ok. Supporting multiple client connections to the server and is thread safe.
Using an address class for ip addresses + port and my own thread class for threads and mutexes.
[img]http://img375.imageshack.us/img375/5976/3fe02afa74b97c2777b8c73.png[/img]
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