What I did today

probably should be a “what I did last week”, kept forgetting to post this here.

I made a cool 1:1 full sized mapwriter for RPC, so you can save hugenormious images of your maps for whatever crazy reason you have.

You should use the link and see the full size:

[snip!]

LOL. You could have saved yourself the link, because you are forcing the full size image on us anyway by embedding it :o :-*

Ooooh, 7MB embedded PNG! Think of the children (with expensive mobile plans)!

Daym , thanks ray it’s been a long time since ive actually seen an image scroll down my screen :smiley:

Still working on that. Also, accidental medal. Enjoy. >___>

Just implemented bogosort and bogobogosort sorting alghoritms: http://en.wikipedia.org/wiki/Bogosort (just for fun, naturally). :smiley:

The BF4 ‘hack’ is almost done after months of work. I’m a happy person right now. Here’s an album and one of the pics on it.

I’ve put a bunch of stuff into it, 3D esp for entities (supply boxes, grenades, missiles, etc), players, and vehicles. No recoil, no sway (breath), smooth aimbot (just for fun that one), proximity warning, and a bunch of other small stuff not shown on the menu. The GUI boxes are collapsible and can be dragged around. Keyboard shortcuts can be set for toggling if you don’t want to click the buttons, input is captured via low level mouse and keyboard hooks in separate threads. All in all a successful and fun project. Will I release it? Of course not, I was doing it for fun :wink: Maybe I’ll release some of the source, but definitely not the reverse engineered classes. Besides if people wanted to find that, there are small, basic SDKs floating around the internet…

Blast! My evil plan has been discovered. :frowning:

Such evil, much sinister!

(Also, that medal was an accident)

Was the BF4 in a live game? If so thats incredibly impressive.

It was indeed. Thanks :slight_smile:

Today I came back to javagaming.org .

I’m working on my support of Image and especially sub-image !!

An exemple of mirrored repeat from an image inside an atlas :

  if( boxImage == null ) {
      boxImage  = image.getSubimage(768,128,128,128);
  }
  if( texture == null ) {
 	texture = new Texture(boxImage , new Rectangle(0 , 0 , 128 , 128 ) , TextureWrapPolicy.REPEAT_MIRRORED , TextureWrapPolicy.REPEAT_MIRRORED , true );
  }

  g2d.setPaint( texture );
  g2d.fillRect(x, y, 512, 512);
  g2d.dispose();

Result :

from this atlas :

Séb.

Wrote an OBJ exporter for my 3D modeling language, and loaded my test model successfully in an online viewer:

http://www.3dvieweronline.com/share/OKMXULwdjN3gnit/OKMXULwdjN3gnit

Hah! I am free of the shackles of jMonkey Engine :wink:

Today, … well, yesterday I created something that creates a graph of a Gauss Curve (or binomial distribution? I have no idea).

Basically it’s a bar Diagram of the following:

I have 50 bars in the bar diagram. I simulate 50 coin flips and if for example 27 of those are heads, I count +1 for bar number 27. That I repeat 1 million times (that takes about 2 secs, inefficient code, sorry).

It’s obvious, that most of the 50-coin-toss-rounds have 25 heads and it’s much less common for anything else. That’s why the maximum is at 25 :slight_smile:

I also wrote a Binary Tree renderer / Layouter:

(sorry for JPG quality…)

Both little test projects are written in haskell. The first one because I was curious, the second one because I wanted to test out a library that mainly I with the help of my brother wrote (https://github.com/DeclarativeGraphics). The code for rendering the Tree is the following:


data Tree a = Node a (Tree a) (Tree a) | Leaf a

exampleTree :: Tree String
exampleTree =
  Node "Test"
    (Node "oh"
      (Leaf "my")
      (Node "god"
        (Leaf "tis")
        (Leaf "awesum")))
    (Node "right"
      (Leaf "right1")
      (Leaf "right2"))

data TreeStructure = SuperNode | SubLeft | SubRight deriving (Eq, Ord)

main :: IO ()
main = showFormWindow (0.5, 0.5) $ centeredHV $ renderTree exampleTree

renderTree :: Tree String -> Form
renderTree (Leaf str) = drawTreeNode str
renderTree (Node str left right) = removeTracking trackedTree `atop` conLines
  where
    subtrees = centeredHV $ append Vec2.right [addOriginTracking SubLeft $ renderTree left, addOriginTracking SubRight $ renderTree right]
    trackedTree = append Vec2.down [addOriginTracking SuperNode $ drawTreeNode str, subtrees]
    superPos = fromJust $ getTrackedPos SuperNode trackedTree
    rightPos = fromJust $ getTrackedPos SubRight trackedTree
    leftPos = fromJust $ getTrackedPos SubLeft trackedTree
    blackLine start end = outlined (solid black) $ noBorder $ openPath $ pathPoint start `lineConnect` pathPoint end
    conLines = blackLine superPos leftPos `atop` blackLine superPos rightPos

drawTreeNode :: String -> Form
drawTreeNode str = (collapseBorder $ centeredHV $ text tstyle str) `atop` (padded 10 $ filled grey $ circle 25)
  where tstyle = defaultTextStyle { fontFamily = "monospace", fontSize = 8 }

After adding more and more NPCs and side-quests for them, i had to do something visual today. So i added pine trees.

Rewrote LibStruct to make it capable of addressing the full range of 64 bit address space.

Quite possibly the most complex code I’ve written to this day. ::slight_smile:

Learned and implemented Parse in my android app :stuck_out_tongue:

Worth the 15$ a year.

http://ecumene.xyz/

Well it’s mine now, and you can’t have it back!

throws it in the pile