This might technically fit more in the Electronics thread, but it's more programming at this stage so eh.
Got an MPU-6050 breakout board, which is basically a gyro/accelerometer chip that communicates through I2C. It also has an internal temperature sensor.
Connected it up to my Beaglebone Black, downloaded a I2C library/class file, and got a working temperature output from it. Considering I'm pretty code-tarded and have undertaken the arduous task of learnin' myself C++ I consider it a triumph that it works at all.
[img]http://i.imgur.com/WEpRJB0.jpg[/img]
First two lines are the byte values of the two registers that store the temperature information (in hex), third line is the two combined, next is the signed int value, then the temperature in Celsius.
Next step is to get useful data out of the gyro/accelerometer.
[QUOTE=Karmah;52064307]Can anyone think of any instances of animated textures being used in 3D games that isn't water/lava, a particle system (ie fire) or a UI element?
I'm trying to justify supporting animated textures in my engine, because as it is right now its gonna be a can of worms to implement.[/QUOTE]
You can animate normal maps and other textures to create cool effects: [url]https://simonschreibt.de/gat/deus-ex-3-folds/[/url]
[B]DAD[/B] joins the fight!
[t]http://i.imgur.com/F7wBhpn.jpg[/t]
DAD is a DEBUFFER/TANK. He uses BOOK-TYPE weaponry. He has more than average health and deals less damage than the main character, but his main strength lies in one of his files(skills), [B]NETGUIDE.PDF.[/B]
[B]THE WORLD'S GREATEST INTERNET GUIDE[/B] [I](for parents)[/I] VOLUME III allows DAD to quickly gather information and compreheend an enemy's attack patterns, thus lowering their damage output by 25%.
[t]http://i.imgur.com/kyWmLGY.jpg[/t]
You'll be able to equip DAD with other books for different effects.
[QUOTE=Karmah;51971455]I added several fade out parameters so that the SSR doesn't cut off too sharply
I've also made it possible to fallback on local environment probes. Right now they stencil out and fill in similarly to lights, but I think I can optimize it further.
Lastly, once I reimplement my skybox I will have the local env maps fall back themselves onto the skybox for reflections.
The screen space reflections and env probes line up really closely. In the following example I have a probe haphazardly placed somewhere near the puddle, though its bounding box doesn't extend all the way to the lion so everything between the lion and the pillar appears flat, but the curtain and the pillars appear in the correct place.
[t]http://i.imgur.com/aUQT1cG.png[/t]
[t]http://i.imgur.com/6oWOkCX.png[/t]
Unfortunately, I haven't managed to implement BRDF into the SSR, so the hack I found appears a bit too dark compared to the env map counter part.[/QUOTE]
Not sure if you're still working on this, but you can get a cheap BRDF reflection effect by using a precomputed texture, it's pretty simple to implement. The texture can be downloaded [URL="https://github.com/asylum2010/Asylum_Tutorials/blob/master/ShaderTutors/media/textures/brdf.dds"]here[/URL], and needs to have GL_LINEAR filtering enabled. You can apply it in a shader like this:
[code]
vec3 N = normalize(normal.xyz * 2.0 - 1.0);
vec3 V = normalize(CameraWorldPosition - WorldPosition);
float ndotv = clamp(dot(N, V), 0.0, 1.0);
vec2 f0_scale_bias = texture(s_BRDFSample, vec2(ndotv, roughness)).rg;
vec3 F0 = mix(vec3(0.04), vec3(1.0), metalness);
vec3 F = F0 * f0_scale_bias.x + vec3(f0_scale_bias.y);
frag = color * F;
[/code]
It really makes a difference in the quality of the reflection. Also awesome work on the SSR shader, it's really hard to get the accurate reflection of the sponza.
I just released [URL="http://store.steampowered.com/app/448320"]my game[/URL] out of early access today! I also updated the trailer to include more recent gameplay footage.
[video=youtube;BChrfvgth-o]http://www.youtube.com/watch?v=BChrfvgth-o[/video]
It's been almost a year since It launched in early access. There's probably still some bugs here and there but the content I had planned is all in.
Awesome work man. An inspiration.
[QUOTE=HiredK;52068551]Not sure if you're still working on this, but you can get a cheap BRDF reflection effect by using a precomputed texture, it's pretty simple to implement. The texture can be downloaded [URL="https://github.com/asylum2010/Asylum_Tutorials/blob/master/ShaderTutors/media/textures/brdf.dds"]here[/URL], and needs to have GL_LINEAR filtering enabled. You can apply it in a shader like this:
[code]
vec3 N = normalize(normal.xyz * 2.0 - 1.0);
vec3 V = normalize(CameraWorldPosition - WorldPosition);
float ndotv = clamp(dot(N, V), 0.0, 1.0);
vec2 f0_scale_bias = texture(s_BRDFSample, vec2(ndotv, roughness)).rg;
vec3 F0 = mix(vec3(0.04), vec3(1.0), metalness);
vec3 F = F0 * f0_scale_bias.x + vec3(f0_scale_bias.y);
frag = color * F;
[/code]
It really makes a difference in the quality of the reflection. Also awesome work on the SSR shader, it's really hard to get the accurate reflection of the sponza.[/QUOTE]
Heh, I actually never posted about it but I did something similar. In the past I generated a brdf lut based on the NdotV and roughness, but it was only used for environment maps.
I eventually remembered about it and applied it the same to the ssr.
The only problem I have with this approach is that the reflections get really oversaturated and bright at glancing angles, but I assume its because I can't constrain it like in lighting shaders to prevent the surfaces from reflecting more light than it receives. So in the mean time I just clamp it.
Here's more of a revised thing I did. First picture is the 'final' render, and the second is with all the textures swapped to glossy reflective textures. (Notice the blend of ssr into env_map)
[t]http://i.imgur.com/4BvZb8t.png[/t][t]http://i.imgur.com/xW671W8.png[/t]
Have decided to make a mini RTS game (1v1 command your unit type thing) as a side project from uni :).
First big project for me & I've not done anything like it (ohgod & Whoooooo).
Am planing on doing some networking, modeling & animations & game logic (in unity?), and am probably able / willing to spend ~6 months on it.
(If 3D gets too complicated, will probably swap to 2D).
Been working on the map + UI so far (using this as reference [url]http://catlikecoding.com/unity[/url])
[vid] https://i.gyazo.com/f3fcfabf6871887936ecd0fc0f091494.mp4 [/vid]
Down in sunny Orlando doing some work for Lockheed - as a personal project I've been toying with the idea of a hex editor that fully understands different binary formats - e.g., you could load up a PE and it would show you the header, import/export tables, entry points, maybe even the x86 assembly, or just as easily point it at a GIF and see all the frames and color tables and such. My only problem is how to describe these formats. For now I'm going with a plugin scheme, but I eventually want some sort of descriptor file. I considered JSON/YAML but they're way too textual for something like this. XML is shitty for anything complex. Any suggestions? I'm using .NET Core at the moment (mostly to familiarize myself with it, but cross-platform is nice too) but I might switch to traditional .NET and let people drop .cs files in a folder and have it compile them at runtime (nice because I can then recompile file changes on the fly and let people live-edit their plugin)
[editline]7th April 2017[/editline]
The only thing I've seen so far that does this is 010 Editor, which isn't free. I plan to make this open-source
[QUOTE=Sidneys1;52073846]Down in sunny Orlando doing some work for Lockheed - as a personal project I've been toying with the idea of a hex editor that fully understands different binary formats - e.g., you could load up a PE and it would show you the header, import/export tables, entry points, maybe even the x86 assembly, or just as easily point it at a GIF and see all the frames and color tables and such. My only problem is how to describe these formats. For now I'm going with a plugin scheme, but I eventually want some sort of descriptor file. I considered JSON/YAML but they're way too textual for something like this. XML is shitty for anything complex. Any suggestions? I'm using .NET Core at the moment (mostly to familiarize myself with it, but cross-platform is nice too) but I might switch to traditional .NET and let people drop .cs files in a folder and have it compile them at runtime (nice because I can then recompile file changes on the fly and let people live-edit their plugin)
[editline]7th April 2017[/editline]
The only thing I've seen so far that does this is 010 Editor, which isn't free. I plan to make this open-source[/QUOTE]
Isn't protobuf basically made for this?
[QUOTE=PhoenixPiggy;52073734]Have decided to make a mini RTS game (1v1 command your unit type thing) as a side project from uni :).
First big project for me & I've not done anything like it (ohgod & Whoooooo).
Am planing on doing some networking, modeling & animations & game logic (in unity?), and am probably able / willing to spend ~6 months on it.
(If 3D gets too complicated, will probably swap to 2D).
Been working on the map + UI so far (using this as reference [url]http://catlikecoding.com/unity[/url])
[vid] https://i.gyazo.com/f3fcfabf6871887936ecd0fc0f091494.mp4 [/vid][/QUOTE]
keep the rules of the game simple, plan it out as best you can before you start programming and you can easily make a 1v1 rts in 6 months.
[QUOTE=Cyberuben;52074044]Isn't protobuf basically made for this?[/QUOTE]
Protobuf is efficient data serialization, not markup. I want something people can write themselves to describe their data structures. I might just have to write something myself.
[QUOTE=Sidneys1;52073846]Down in sunny Orlando doing some work for Lockheed - as a personal project I've been toying with the idea of a hex editor that fully understands different binary formats - e.g., you could load up a PE and it would show you the header, import/export tables, entry points, maybe even the x86 assembly, or just as easily point it at a GIF and see all the frames and color tables and such. My only problem is how to describe these formats. For now I'm going with a plugin scheme, but I eventually want some sort of descriptor file. I considered JSON/YAML but they're way too textual for something like this. XML is shitty for anything complex. Any suggestions? I'm using .NET Core at the moment (mostly to familiarize myself with it, but cross-platform is nice too) but I might switch to traditional .NET and let people drop .cs files in a folder and have it compile them at runtime (nice because I can then recompile file changes on the fly and let people live-edit their plugin)
[editline]7th April 2017[/editline]
The only thing I've seen so far that does this is 010 Editor, which isn't free. I plan to make this open-source[/QUOTE]
I like this idea, I used to love figuring out file formats and browsing through random files on my system.
I think a simple script setup for people to describe their file structure would be good, for ease of processing you could store them as the extension with no extension, just gif , jpg , etc.. Then just store the scripts in plain text and interpret them. Along that same thought, you could internally "compile it" on startup or when a file of that format is loaded, then convert it to an optimized internal byte code, or the like. Plus with interpreted scripts you can watch for changes to the file and update on the fly, this would help with decoding unknown file structures (nothing illegal suggested, only education purpose and obsolete formats). You can tweak the description till it shows up correctly.
I've updated my I2C temperature program to use ncurses to update the temperature reading continuously rather than just printing it only once, and I learned a couple of valuable lessons.
1) Despite what the I2C library's examples showed, ptrs to classes are not how you should do things.
2) Do not, within a function that is called within an infinitely-repeating loop, declare pointers to class functions that open a file, as it will happily attempt to open that file every single iteration.
I uploaded a customized version of Valve's VR shader for Unity. If you are using The Lab Renderer and you're aiming for PBR assets, I recommend checking it out: [url]https://steamcommunity.com/app/358720/discussions/0/350532536098545016/?ctp=11#c133261907132883160[/url]
[QUOTE=Sidneys1;52074402]Protobuf is efficient data serialization, not markup. I want something people can write themselves to describe their data structures. I might just have to write something myself.[/QUOTE]
[code]
message Person {
required string name = 1;
required int32 id = 2;
optional string email = 3;
}
[/code]
That looks like a neat way to describe data structures to me? That's protobuf.
[QUOTE=mastersrp;52076329][code]
message Person {
required string name = 1;
required int32 id = 2;
optional string email = 3;
}
[/code]
That looks like a neat way to describe data structures to me? That's protobuf.[/QUOTE]
Ok, how do I say "The offset to field B is held in field A."?
[QUOTE=Sidneys1;52076570]Ok, how do I say "The offset to field B is held in field A."?[/QUOTE]
How about like:
start offset (in bits) : section name : section len ( in bits )
[code]
// Offset : name : bit length
0 : header : 128
header[7-15] : field_a : 32
field_a[0-15] : password : 4096
header[16-31] : last_save_time : 32
[/code]
so the header starts at bit 0, and we call it header and it's 128 bits in length
then field_a's offset is read from header bits 8 - 16, and we call it field_a and it's 32 bits long.
the password fields offset comes from field_a bits 0-15
and the last save time(unix epoch format) is found at the offset from the header at [16-31], and it's a 32 bit value.
or something like that.
[editline]8th April 2017[/editline]
If it doesn't need to read the fields you can still just use static offsets.
Also to clarify I am talking about your custom project not protobuf.
Ok, so now for some content.
Hi Everybody!!!
I have been working on a game for Android devices, called Mine Field Crosser. It's a twist on the classic minesweeper game, in this version you are a person tasked with crossing the mine field. I am pleased to announce that it is as complete as I need to make it without spiraling into feature hell, and stable enough to enter beta testing, however there are a few things to still complete( fix bugs[ and add more]).
I have released it on the Play Store as an open beta, so if you'd like (plus it'd be really helpful) you can download it on your android devices and test it out.
Disclaimer: It does have a tiny ad at the bottom of the screen.
If you do try it out and it crashes, please send the crash report so I can find the bug and fix it. You can also give feed back on here, or in pm's, or even email (it's on the play store page).
Thank you all and have fun testing.
Here's the quick demo video from the play store, I am not a video producer and Tips on this would be appreciated as well.
[video]
[url]https://youtu.be/qz2QsrejVug[/url]
[/video]
[QUOTE=Sidneys1;52073846]I've been toying with the idea of a hex editor that fully understands different binary formats - e.g., you could load up a PE and it would show you the header, import/export tables, entry points, maybe even the x86 assembly, or just as easily point it at a GIF and see all the frames and color tables and such.
...
The only thing I've seen so far that does this is 010 Editor, which isn't free. I plan to make this open-source[/QUOTE]
I've actually been interested in the same kind of concept. Personally, I think utilizing WPF for the UI would be perfect for this. Descriptor files in the form of scripts could work quite nicely if done correctly.
If you do happen to start working on this, be sure to put it up on GitHub and let us know!
[QUOTE=CarLuver69;52077212]I've actually been interested in the same kind of concept. Personally, I think utilizing WPF for the UI would be perfect for this. Descriptor files in the form of scripts could work quite nicely if done correctly.
If you do happen to start working on this, be sure to put it up on GitHub and let us know![/QUOTE]
That's the idea! I'll probably end up doing UWP instead of WPF (dotnetcore has no WPF support / vice-versa). So far I have a console app that can do this:
[code]
Input file is 59.51 Kibibytes in size. (60,935 Bytes, 60.94 Kilobytes, 487.48 Kilobits)
100.00 % of file is a match for MS-DOS MZ Executable
Format Plugin: v0.0.1-alpha - The MS-DOS 2.0 EXE format designed as a relocatable executable.
MZ Header [0x0-0x200 (512 B)]
Magic [0x0-0x2 (2 B)]
Bytes in last Page [0x2-0x4 (2 B)]: 0x7 (7)
Page Count [0x4-0x6 (2 B)]: 0x78 (120)
Relocation Count [0x6-0x8 (2 B)]: 0x0 (0)
Header Paragraph Count [0x8-0xA (2 B)]: 0x20 (32)
Minimum Memory Paragraphs Required [0xA-0xC (2 B)]
Requested Memory Paragraphs [0xC-0xE (2 B)]
Initial Value of SS [0xE-0x10 (2 B)]: 0xFB9 (4025)
Initial Value of SP [0x10-0x12 (2 B)]: 0x80 (128)
Checksum [0x12-0x14 (2 B)]: 0x0 (0)
Initial Value of IP [0x14-0x16 (2 B)]: 0x10 (16)
Initial Value of CS [0x16-0x18 (2 B)]: 0xE99 (3737)
Relocation Table Offset [0x18-0x1A (2 B)]: 0x1E (30)
Overlay [0x1A-0x1C (2 B)]: 0x0 (0)
Reserved Words [0x1C-0x24 (8 B)]
OEM Identifier [0x24-0x26 (2 B)]: 0x0 (0)
OEM Info [0x26-0x28 (2 B)]: 0x0 (0)
Reserved Words [0x28-0x3C (20 B)]
Offset to NT Header [0x32-0x34 (2 B)]: 0x0 (0)
[/code]
[QUOTE=Sidneys1;52077292]That's the idea! I'll probably end up doing UWP instead of WPF (dotnetcore has no WPF support / vice-versa).[/QUOTE]
In that case, I think it would be a good idea to make the back-end a .NET Core DLL and have the UI (a separate program) grab information from it to allow for platform-independent implementations. Shouldn't be too hard, especially if you know how to work with Events and EventHandlers.
[QUOTE=Sidneys1;52073846]Down in sunny Orlando doing some work for Lockheed - as a personal project I've been toying with the idea of a hex editor that fully understands different binary formats - e.g., you could load up a PE and it would show you the header, import/export tables, entry points, maybe even the x86 assembly, or just as easily point it at a GIF and see all the frames and color tables and such. My only problem is how to describe these formats. For now I'm going with a plugin scheme, but I eventually want some sort of descriptor file. I considered JSON/YAML but they're way too textual for something like this. XML is shitty for anything complex. Any suggestions? I'm using .NET Core at the moment (mostly to familiarize myself with it, but cross-platform is nice too) but I might switch to traditional .NET and let people drop .cs files in a folder and have it compile them at runtime (nice because I can then recompile file changes on the fly and let people live-edit their plugin)
[editline]7th April 2017[/editline]
The only thing I've seen so far that does this is 010 Editor, which isn't free. I plan to make this open-source[/QUOTE]
Maybe you could just have it parse a subset/dialect of C? Obviously it wouldn't work for everything, but it'd be a nice starting point that you could extend. Shouldn't be hard to find a library to parse it or generate a parser from a grammar, and you'd have a lot of C code at your disposal to build descriptors from.
added yet another character to the game: Sabu, the Shitposter.
[t]http://i.imgur.com/cDJkCCU.jpg[/t]
[QUOTE=CarLuver69;52077372]In that case, I think it would be a good idea to make the back-end a .NET Core DLL and have the UI (a separate program) grab information from it to allow for platform-independent implementations. Shouldn't be too hard, especially if you know how to work with Events and EventHandlers.[/QUOTE]
I'm calling the project "Six" (haha get it because hex haha =P) and I currently have it broken out into "Six.Core", "Six.Formats", and "Six.Console". The Formats one currently holds the built-in formats (which right now is just the MS-DOS MZ header). Core holds common logic, and Console is my shitty WIP entrypoint.
[QUOTE=MadParakeet;52077438]Maybe you could just have it parse a subset/dialect of C? Obviously it wouldn't work for everything, but it'd be a nice starting point that you could extend. Shouldn't be hard to find a library to parse it or generate a parser from a grammar, and you'd have a lot of C code at your disposal to build descriptors from.[/QUOTE]
That's what it looks like other hex editors do - take in C or .h files and load the structs from there... It'd be a lot of work, but I'd eventually love to be able to do that.
[editline]8th April 2017[/editline]
What do you guys think of this syntax:
[code]
struct struct_name[manual_size] {
type_name member_name[repeat_count] = constant_value @ manual_offset;
} (metadata_value = expression)
[/code]
Which gives us this for MS-DOS MZ executables:
[code]
struct MSDOS_MZ_HEADER { // Size is implied
char[2] signature = "MZ"; // Expected constant
ushort bytes_in_last_block;
ushort blocks_in_file;
ushort num_relocs;
ushort header_paragraphs;
ushort min_extra_paragraphs;
ushort max_extra_paragraphs;
ushort ss;
ushort sp;
ushort checksum;
ushort ip;
ushort cs;
ushort reloc_table_offset;
ushort overlay_number;
} (
header_size = header_paragraphs * 16 // Expressions! These metadata things can be referenced in other places in addition to the struct members
)
struct MSDOS_MZ_RELOC {
ushort offset;
ushort segment;
}
struct MSDOS_MZ_EXE[(header.blocks_in_file * 512) - header.bytes_in_last_block] { // Reference metadata in the header - this will be late evaluated since it references things
MSDOS_MZ_HEADER header;
MSDOS_MZ_RELOC[header.num_relocs] relocations @ header.reloc_table_offset; // Reference values in the header
x86_asm[this.size - header.header_size] code @ header.header_size; // Generic x86 assembly for the rest of the file, starting at the end of the header
} (entrypoint = header.cs + header.ip)
[/code]
[QUOTE=Sidneys1;52077646]What do you guys think of this syntax:
[code]
struct struct_name[manual_size] {
type_name member_name[repeat_count] = constant_value @ manual_offset;
} (metadata_value = expression)
[/code]
Which gives us this for MS-DOS MZ executables:
[code]
struct MSDOS_MZ_HEADER { // Size is implied
char[2] signature = "MZ"; // Expected constant
ushort bytes_in_last_block;
ushort blocks_in_file;
ushort num_relocs;
ushort header_paragraphs;
ushort min_extra_paragraphs;
ushort max_extra_paragraphs;
ushort ss;
ushort sp;
ushort checksum;
ushort ip;
ushort cs;
ushort reloc_table_offset;
ushort overlay_number;
} (
header_size = header_paragraphs * 16 // Expressions! These metadata things can be referenced in other places in addition to the struct members
)
struct MSDOS_MZ_RELOC {
ushort offset;
ushort segment;
}
struct MSDOS_MZ_EXE[(header.blocks_in_file * 512) - header.bytes_in_last_block] { // Reference metadata in the header - this will be late evaluated since it references things
MSDOS_MZ_HEADER header;
MSDOS_MZ_RELOC[header.num_relocs] relocations @ header.reloc_table_offset; // Reference values in the header
x86_asm[this.size - header.header_size] code @ header.header_size; // Generic x86 assembly for the rest of the file, starting at the end of the header
} (entrypoint = header.cs + header.ip)
[/code][/QUOTE]
I think it's better to just stick to C# scripts, because that looks awfully complex. Not only that, but you're also getting expressions involved, which pretty much turns it into its own scripting language (which would be a waste of time to implement, IMO).
As long as you can provide access to System.Runtime.InteropServices, you can easily do this kind of stuff (real example from a project of mine):
[code][StructLayout(LayoutKind.Sequential, Size = 0x40)]
public struct XDTHeader
{
// 0x4E: XBox
// 0x6E: PC
public int Version;
// 0 = generic data?
// 1 = unknown
// 2 = unused?
// 3 = raw data
// 4 = compressed
public int Type;
public int Count;
// offset into the data buffer
// minimum of 2048 bytes regardless of alignment!
public int DataOffset;
// aligned size of the final entry's data;
// uses the compressed size when applicable!
public int SizeGuard;
// alignment of data buffer
public int Alignment;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct XDTEntry
{
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 0x38)]
public string FileName;
public int Offset;
public int Size;
}
static void UnpackXDT(string filename)
{
using (var fs = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read))
using (var f = new BinaryReader(fs))
{
var xdt = new XDTHeader();
var xdtVersion = XDTVersion.Invalid;
try
{
xdt = fs.ReadStruct<XDTHeader>();
xdtVersion = GetXDTVersionType(xdt.Version);
}
catch (Exception e)
{
// make sure we handle this exception below
xdtVersion = XDTVersion.Invalid;
}
finally
{
if (xdtVersion == XDTVersion.Invalid)
throw new InvalidDataException($"File is not a valid XDT file!");
}
switch (xdt.Type)
{
case 0:
case 1:
case 2:
throw new NotImplementedException($"Unsupported XDT type ({xdt.Type}), cannot process data.");
}
/* ... */
}
/* ... */
}[/code]
Here's the Read/WriteStruct stuff as well:
[code]public static class StreamExtensions
{
public static T ReadStruct<T>(this Stream stream)
{
var length = Marshal.SizeOf(typeof(T));
return stream.ReadStruct<T>(length);
}
public static T ReadStruct<T>(this Stream stream, int length)
{
var data = new byte[length];
var ptr = Marshal.AllocHGlobal(length);
stream.Read(data, 0, length);
Marshal.Copy(data, 0, ptr, length);
var t = (T)Marshal.PtrToStructure(ptr, typeof(T));
Marshal.FreeHGlobal(ptr);
return t;
}
public static void WriteStruct<T>(this Stream stream, T data)
{
var length = Marshal.SizeOf(typeof(T));
WriteStruct<T>(stream, data, length);
}
public static void WriteStruct<T>(this Stream stream, T data, int length)
{
// this might be extremely unsafe to do, but it should work fine
var buffer = new byte[length];
var pData = Marshal.UnsafeAddrOfPinnedArrayElement(buffer, 0);
Marshal.StructureToPtr(data, pData, false);
stream.Write(buffer, 0, length);
}
}[/code]
-snip-
How do you guys feel about webgl stuff? I've been learning modern opengl for the last few weeks. I've been having fun with it, I'm still not sure what I'm even doing but I've managed to draw a free range pumpkin plane with a mouselook camera.
Working on writing a bot that uses machine learning to solve technical support tickets for a hosting company that I work for.
The first step, write a python back-end with an android app to allow the bot to automatically two-factor authenticate:
[VID]http://paradigm-network.com/files/whmcs_auth_testing.webm[/VID]
[img]http://i.imgur.com/4saP9Ib.jpg[/img]
:poot:
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