• What are you working on? v16
    5,004 replies, posted
[QUOTE=likesoursugar;28205841]Dec 24 for me so nop, I'm breaking down your joke muhaha.[/QUOTE] Same here
Nice. Highlighted. No Awards That Don't Mean Much section, though?
Fuck no, my college just blocked RDC too -.- Only port 80, 21 and 25 left open... HEIL ZE PRINCIPAL
[QUOTE=sLysdal;28205955]Fuck no, my college just blocked RDC too -.- Only port 80, 21 and 25 left open... HEIL ZE PRINCIPAL[/QUOTE] [url]http://daniel.haxx.se/docs/sshproxy.html[/url] basically, tunnel SSH through HTTP (Port 80), to your server. From there you can use X11 forwarding, or stick with RDC and have the SSH server forward the request to your RDC server.
Does that work with RDC? its a windows server
[QUOTE=sLysdal;28206119]Does that work with RDC? its a windows server[/QUOTE] SSH [b]tunnelling[/b] [editline]22nd February 2011[/editline] Basically you'd tunnel port 3389 through some sshd somewhere, then RDP into localhost.
If the web proxy is any good at filtering, it'll be analysing it by packets not just assuming all port 80 traffic is HTTP. Best way is to use a VPN tunnel then it can't snoop at what you're doing. (Unless VPN is also blocked)
[QUOTE=stinkfire;28204708]I am working on a basic platforming game in java. I am just working on what i call my game 'engine'. I have got most of the basic stuff working but i need to add a few more things. Once i work on the physics a bit more i am going to work on my level editor. Also the bad fps is because of the video converter. Anyway here is a video. Also don't mind my bar art. Im not that good at drawing. Hmm it appears i have forgotten how to media take a video. Can someone tell me how? [URL]http://www.youtube.com/watch?v=CHTFjr5rnVY[/URL][/QUOTE] Media tags are [noparse][media] [/media][/noparse] Here: [media]http://www.youtube.com/watch?v=CHTFjr5rnVY[/media]
Naww no highlights this time I guess my physics engine just isn't interesting yet :v:
[QUOTE=bootv2;28206621]do any of you know a good c++.net tutorial?[/QUOTE] Don't use it, use C#.
[QUOTE=bootv2;28207183]meh, I want to use c++, if it's that bad in c++ I'll use something like qt I think.[/QUOTE] It's impossible to make C++.NET look good, avoid it.
Added Necromancer monster. When monsters are killed, they drop skulls. These skulls can be revived by Necromancers into Floating Skull mobs or any other monster with the revivable bool set to true. To prevent mob spam revivable monsters don't drop skulls. [media]http://gyazo.com/8b9a592753b908e7f4b5a2b3b1e19406.png[/media] I should probably make more videos and less screenshots, but eh. :effort:
[QUOTE=BlkDucky;28207215]Added Necromancer monster. When monsters are killed, they drop skulls. These skulls can be revived by Necromancers into Floating Skull mobs or any other monster with the revivable bool set to true. To prevent mob spam revivable monsters don't drop skulls. [media]http://gyazo.com/8b9a592753b908e7f4b5a2b3b1e19406.png[/media] I should probably make more videos and less screenshots, but eh. :effort:[/QUOTE] It's starting to look like a tiny game I'd like to play.
I read on the last page that the SFML debugger doesn't work on codeblocks because it switched it to sjlj while it should be dw2? How do I fix this?
Playing around with glsl. [img]http://img228.imageshack.us/img228/9760/15f5b1dce82ed4c62c714c8.png[/img] Original: [url]http://www.digital-photography-school.com/wp-content/uploads/2007/08/portrait.jpg[/url]
[Insert happy comment about being in the highlights here]
I'm getting strange results from my BSP algorithm. Sometimes, I get 4 beautifully split, perfectly symmetrical rooms. Other times... [img_thumb]http://i.imgur.com/eLFV1.png[/img_thumb] :wtc:
Working on a matrix and a matrix handle class because glTranslate and the other ogl matrix functions is deprecated. But it's fun.
[QUOTE=CarlBooth;28205185][media]http://www.youtube.com/watch?v=Ekc7-0UcX4o[/media] [b]Credits[/b] Mandelbrot - windwakr 3D Game of Life - Overv Arduino - Overv Rotion - NovembrDobby Botch / BotchEd - garry BiB - Borsty SFML Touhou/Danmakufu Clone - SupahVee Invertebrate Combat - Me RageRTS / Faction Command - Xerios3[/QUOTE] These are always awesome. What are you using to make these videos?
[QUOTE=likesoursugar;28208305]Working on a matrix and a matrix handle class because glTranslate and the other ogl matrix functions is deprecated. But it's fun.[/QUOTE] Same here, matrices are fun to play with, because they are so much more useful than they appear to be.
[QUOTE=xAustechx;28208317]These are always awesome. What are you using to make these videos?[/QUOTE] Just Adobe Premiere [editline]0[/editline] And flash to do some of the animations
Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?
Would be nice. Will you use winapi for creating the winodw? You could include this site too [url]http://www.devklog.net/2008/08/23/forward-compatible-opengl-3-entry-points/[/url]
[QUOTE=Overv;28208707]Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?[/QUOTE] Would be great although if you made it OS independent would be better so we could use it on linux as well
[QUOTE=Overv;28208707]Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?[/QUOTE] Very, very good idea. :buddy: [editline]22nd February 2011[/editline] [QUOTE=Richy19;28209054]Would be great although if you made it OS independent would be better so we could use it on linux as well[/QUOTE] Yeah. It has to be cross-platform. That's kinda the point of OpenGL, isn't it?
[QUOTE=Overv;28208707]Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?[/QUOTE] That would be absolutely brilliant :D
[QUOTE=Overv;28208707]Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?[/QUOTE] Definitely make it a wiki system to prevent this [url]http://w3fools.com/[/url]
[QUOTE=Overv;28208707]Perhaps I'll start writing a guide to non-deprecated OpenGL on Windows today. I think it should also have a wiki-like system, so that people can correct it and add to it. It should cover everything from getting a window and context to compute shaders. Good idea?[/QUOTE] Something like that has the potential to become really successful, if you put some ads on it you might get a reasonable income from it.
[QUOTE=Jallen;28209406]Something like that has the potential to become really successful, if you put some ads on it you might get a reasonable income from it.[/QUOTE] There are a lot of people who would use it. Even in this thread alone.
If you plan on including snippets in C++ I could provide the C#/OpenTK equivalent. Not for stuff like glEnable ( GL_BLEND ); because that's obvious but for longer pieces of code.
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