Been reverse engineering Evolve Free to Play for the past few days. Itās 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 gameās logic (not engine, I can only access the engineās source) is in lua, Iām attempting to dump that as well. I mean itās like they didnāt 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; Iām 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
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 hackedā¦
This wonāt 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 developersā 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.
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 donāt 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).
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 doesnāt 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 donāt have a lot of security in my game since adding it is a lot of work.
donāt get me wrong. I think cheaters is a far bigger problem for games than pirates.But i canāt 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++ :
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 donāt forget all those C++ games that have horrendous performance problems⦠Just because everyone does it. Doesnāt make it a good idea.
Ah I get where youāre coming from. And Iād hope weāre mature enough here to not descend to that level. Good points! However I think itās 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; itās more reflective of the programmer rather than the language. However you obviously have much more experience than I do, so Iāll take your word for it. But youāre right, letās not get into this. Iām sure the two of us could have a perfectly civil conversation, but weāre on a public board.
Now that Iām 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.
This is not a āWhat I did todayā, but more like a āWhat has more information released todayā. Since some people seemed interested in the Ambilight LED strip I showed some time ago, Iāll 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! Iāll be competing in 3x3, 3x3 one hand, 2x2, and 5x5. Should be a blast. Also about to start my senior year of high school. Itās 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 thatās another step in the long process of the gamification of Vangard.