What I did today

[quote=“luisoft,post:1440,topic:49634”]
Applets* :slight_smile:

Bytecode isn’t going out of style any time soon either.

You do realize it is already filled with hackers? That’s the whole point of Punkbuster/FairFight.

How do you know the names/addresses and the layout of the data in the executable?

Yes but most hackers get banned instantly. With a SDK a new world of hackers will flood the game. Until a antihack update.

It’s crazy what people can do with memory searchers like CheatEngine…
I have messed for a little while in that business but I don’t think I have it in me.

CheatEngine helps a little but mostly static analysis in IDA Pro like I said previously. At this point we’re derailing, if you guys want to talk about it more feel free to PM me :slight_smile:

If Slyth did that in just a few days, i would think real hackers would already have that ready and running since the beggining.
If he releases, nothing will change.

“With a SDK a new world of hackers will flood the game. Until a antihack update.”

Seriously.

Implemented SAT (Separating AXIS Theorem in 3D)

Another crappy gif, recorded at 30 fps.

You mean you bought a bread board and a 16 pin ic mount.

And there he was, wondering why it wasn’t working.

Cas :slight_smile:

What i did:

  • Removed deprecated openGL functions like glMatrix, glOrtho… and use instead a vertex shader.

What i got:

  • A black screen instead of what i would to render ???

So it’s time to go bed >:(

Started working on my first game in over a year! Got something basic going but I think I’m developing a very unique idea (says everyone everywhere). I thought I’d check out LibGDX again because the last time I used it was about a year and a half ago. Fun roads ahead.

http://puu.sh/eCSLR/0157e36656.png

Worked on OBJ loading, and used dependency injection for my first time!

It takes a OBJ Data object generated from a file, or from a noise algorithm, or maybe some kind of de-rez method?

OBJData data = new OBJData(new String[]{
		"v  1.000000 -1.000000 -1.000000",
		"v  1.000000 -1.000000  1.000000",
		"v -1.000000 -1.000000 1.000000",
		"v -1.000000 -1.000000 -1.000000",
		"v  1.000000 1.000000 -0.999999",
		"v  0.999999 1.000000 1.000001",
		"v -1.000000 1.000000 1.000000",
		"v  1.000000 -1.000000 -1.000000",
		"v  -1.000000 1.000000 -1.000000",
		"f 2 3 4",
		"f 8 7 6",
		"f 1 5 6",
		"f 2 6 7",
		"f 7 8 4",
		"f 1 4 8",
		"f 1 2 4",
		"f 5 8 6",
		"f 2 1 6",
		"f 3 2 7",
		"f 3 7 4",
		"f 5 1 8"
}, 9, 12);

Then the object is given to an OBJ mesh that reads it and puts it into a libecu mesh, which outputs this…
The normal is null because libecu generates them if they’re null, but texture coordinates are always set at a default of 1.0 until constructed otherwise ( which works btw )

Vertex [position=(1.0, -1.0, -1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(1.0, -1.0, 1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(-1.0, -1.0, 1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(-1.0, -1.0, -1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(1.0, 1.0, -0.999999, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(0.999999, 1.0, 1.000001, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(-1.0, 1.0, 1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(1.0, -1.0, -1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Vertex [position=(-1.0, 1.0, -1.0, 1.0), textureUV=(1.0, 1.0), normal=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]
Face [indices=[5, 1, 8], material=null]

After this, gotta make a way to load them from a file, then render them, and I’m all done! Then I’m going to implement MD5… Which I’m really putting off learning.

Added rotation for 3D Geometry (Using Quaternions) and bounding boxes.

Just another crappy GIF. Also changed the colors for better visibility.

I allways wanted to make a MOBA but i thought that this is just something for big companies because it needs a lot of players to work and mostly wouldn’t be worth developing something like it (and i thought i wasn’t able to manage a server system for that).

But well, this (BitSiege) which is some kind of MOBA let me think otherwise, so i started a project myself for something similar.

Since i’m really bad at paint/gimp/photoshop i though i’d go for Voxels in a 3D map and well, for now this is what i have:

Character (In Modelling Program):

Landscape (In Modelling Program):

Current in Game Screen:

I’m not good with Shaders (SSAO and Point Light per Pixel would be nice) so for now the ingame screen looks a bit crappy and for now i’m working on the server stuff so it won’t change much, but after that i guess i’ll try improve the graphics :slight_smile:

At least make the borders a lot smaller :slight_smile:

Bake voxel ao to vertices. Its easy and cheap. Try to add some color/density variation to fog based on altitude, sun/view angle, distance. Some easy ideas there. http://www.iquilezles.org/www/articles/fog/fog.htm

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Wow. This thread is 50 pages long. 1471 posts.

[/offtopic]

Fixed my TSRAA to work with my grass renderer…

PNG lossless comparison: http://screenshotcomparison.com/comparison/110034

I won over the black screen and retrieve what i would to render ;D
I had 2 problems:

  • My orthographic matrix was badly computed and i provided to the vertex shader a completely crazy matrix.
  • I used the asFloatBuffer() from a ByteBuffer but i don’t seen that position() and limit() was independant from theses both buffers… so i pass to attribPointer completely wrong datas.

With theses 2 mistakes, yesterday, i was far to see somethings to my screen ::slight_smile:

OBJ Model loading w/ basic MTL loading

http://www.unlicense.org lisenced source code:
https://github.com/ecumene-software/LibEcu/tree/master/source/lib/ecumene/geom/wfobj