What I did today

Read through four pages of unread posts. Sixteen more to go.

Happy to be back and active on here. :slight_smile:

Finally got BSP trees working. The hardest part was making the polygon-plane splitting algorithm.

I also made it so that pixels drawn from a BSP tree’s polygon are not overdrawn by another pixel to save computation time :slight_smile:

This image doesnt show off the BSP tree too much, just know that this was rendered without the zbuffer so the bsp tree works :slight_smile:

The bsp tree works with the zbuffer as well so I can have static and moving objects with correct depth culling :slight_smile:

Your software renderer is so cool. I need to try writing one myself someday.

Haha thanks :smiley: You definitely should, it teaches you a lot about how graphics are done

Been reverse engineering Evolve Free to Play for the past few days. It’s ridiculously easy because CryEngine is open source and a LOT of stuff is client side. In a few days I was able to implement flying (with noclip), infinite ammo, primitive rendering (to render AABBs), and an aimbot with smoothing using game functions. Currently working on a bounding box update work around for infinite health. Also, since a decent portion of the actual game’s logic (not engine, I can only access the engine’s source) is in lua, I’m attempting to dump that as well. I mean it’s like they didn’t try to protect it at all. This was done using dll injection, IDA, scylla x64 to dump the game, and github to search the engine source.

The graphics portion is really fun; I’m able to hook into the direct x context and use it to draw 3D stuff in game, including textures and models. So it all looks pretty fancy :smiley:

Also programming an 8080 emulator on the side, check it out here: https://github.com/CMatri/8080Emulator

I am still waiting for a day when (especially non-indie) devs will finally start caring about security and doing online games right instead of just complaining that their game got hacked… :slight_smile:

This won’t happen, because games programmers rarely have any experience in the real world at large doing more diverse software engineering. One of the most pertinent indicators of these developers’ inexperience in mature software development is the fanatical devotion to C++ and the almost face-palmingly poor tradeoff of performance versus critical bugs, a decision no-one in their right mind has made in the rest of the IT industry for the last 15 years when we all moved to managed languages.

Cas :slight_smile:

Yep, managed environments have their flaws, some more direct control over GC cycles could be nice in case of games, but… Is there anything better? Most AAA games are GPU-limited anyway, and you don’t need all that extra CPU power from native environments in almost all cases anyway (well, maybe unless you make some really, really complex RTS game… But I know only few of them, and all of them are indie titles… OK, MAYBE we can count first Supreme Commander). :slight_smile:

After my last sandy C64 got hacked by a 2 yo Apple fanboy, I made a C64c today.

QFT, at the NZ kiwi jam we just had that argument with a few of the people there. They still think C/C++ is a good idea. I am sure there is some case somewhere where is could be. But not for games IMO. Really not for games. The performance thing doesn’t even hold water with just how bloody fast even our phones are now.

As for security. There is also the problem that for many of us we never get popular enough to get hacked! I mean i did computer security and cryptography for a day job in a previous life. Yet i don’t have a lot of security in my game since adding it is a lot of work.

don’t get me wrong. I think cheaters is a far bigger problem for games than pirates.But i can’t see myself doing more than i run all the servers and basic consistency and protection against replay attacks. Good security is acutally a lot of work and fairly hard to get right. Esp if you use C++ ::slight_smile:

What language do you suggest then? Practically every modern engine is written in C++ and while I’m not ā€˜devoted’ to the language, I respect it.

C#, java, Lua (sort of). anything with managed memory, the myrid range of scripting langs. Yep even java script before C++. C++ is even worse than not managed, it is a very hard language to write fast code in. And even harder to write multi threaded code in. I have done it, and can be done. But at huge upfront dev cost. But i will say nothing more as this will just descend into another religious language flame war. You use whatever you want. Just don’t forget all those C++ games that have horrendous performance problems… Just because everyone does it. Doesn’t make it a good idea.

Ah I get where you’re coming from. And I’d hope we’re mature enough here to not descend to that level. Good points! However I think it’s a bit much to say all the games have horrendous performance issues. I think no matter what language a game is written in it has the potential to have terrible performance; it’s more reflective of the programmer rather than the language. However you obviously have much more experience than I do, so I’ll take your word for it. But you’re right, let’s not get into this. I’m sure the two of us could have a perfectly civil conversation, but we’re on a public board.

Added sphere mapping

(looks better without the terrible frame rate of gifs)

ALSO added BSP tree collision and I made it so that you slide across planes rather than ā€˜sticking’ to them

Awesome; question:
Will you open source your renderer someday in the future?

Yes. Someday

Got back from my trip yesterday and rested up.

Now that I’m back though, work on TF continues and one of the first
things that needed to be done was make the people wear varied pants, so I did that today.

Pretty damn satisfied with these results.

This is not a ā€œWhat I did todayā€, but more like a ā€œWhat has more information released todayā€. Since some people seemed interested in the Ambilight LED strip I showed some time ago, I’ll just drop this here:
LedController project
If you were not interested, just ignore the post :persecutioncomplex:

Finally got my 3rd 8 second solve. Heading out to the US cubing nationals in a couple days! I’ll be competing in 3x3, 3x3 one hand, 2x2, and 5x5. Should be a blast. Also about to start my senior year of high school. It’s been a long time coming.

There are a few bugs, but I have been successfully using my new GUI to cause the player entity (currently a smith) to make picks, shovels and axes. So that’s another step in the long process of the gamification of Vangard.