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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-02-07 14:30:48
I've been using a vaporizer to get off smokes (it's working! 2.5 months without em) and the usb charger port snapped off on it, so I decided to take a look inside. After doing so I decided to build my own because that would be cool right?
Some research, burns, and blown fuses later I've got a working unregulated device with a 3D printed casing. Now I'm hooking it up to an Arduino to use PWM w/ the mosfet for variable voltage. Probably gonna add in this Bluetooth chip I have so I can control it from my phone for no other reason than feeling fancy. Kinda hijacked a charger/discharger chip from an external charger I had in order to charge the batteries. This chip has the added benefit of being able to charge my phone as well!
Electrical engineering is a really neat topic.

I've also been working on a couple small games for the first time in years for a grant project I was lucky enough to get approved. Using the games to collect data on reinforcement learning patterns in humans. Never thought I'd use LibGDX for research when I learned it years ago!
2  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-19 00:58:51
@CommanderKeith I think that sounds pretty intresting. What I always thought might also be neat about the Java robot class is that it is harder to detect by anticheat tools because it is running in a JVM. This is just an assumption though could you elaborate a little bit on that?

Maybe it doesn't make a difference though if you are writing from a Java or a C++  programm to the memory because the anticheat tool detects the memory manipulation. In that case Java would probably not have any advantage compared to any other programs but since you are not manipulating the memory with the robot class do you think it would be harder to detect compared to cheat programs not running in a virtual machine?

Note: I'm an completly newb in that area my assumptions might be completly wrong Cheesy

Java wouldn't have an advantage with the Robot class because the anti cheats generally only look in the local program. If it detects unnatural/impossible mouse movement it may trigger. This can happen regardless of the method of input manipulation you use if you're not careful. I don't see any situations where the JVM would provide an advantage and a few where it would be a disadvantage. For one, the manipulation of memory has to occur rather quickly sometimes and works best with native running code in my experience.
That's why I ended up using C++ (not to be mistaken for C++/CLI which does run on the .NET VM), switching from C#. C++ also allows me to compile to a native DLL and inject that which is a much cleaner and more useful method. So personally I wouldn't suggest Java for anything beyond basic external memory reading. But take that with a grain of salt. I'm sure somewhere, somehow some nutjob has somehow managed to compile JVM bytecode into a native DLL and inject it.... (edit: ffs seriously internet

The coolest thing I ever saw was some dude that compiled a C++ DLL that contained his hack, injected that into the game, then managed to call functions in the DLL from an external C# GUI he used to modify the settings. Blew my mind and I never really fully understood how he got that working. This way he was able to have a fully external quickly responding overlay that wouldn't be screenshot by any anti cheats with all the benefits of an internal hack. From my understanding he messed with window's IPC in order to achieve that. Honestly not really sure how useful it was but it was pretty neat.
3  Discussions / General Discussions / Re: Jail time for cheat programmers in China on: 2018-01-18 01:07:20
I actually used C# for developing the hack before I went internal. Then I used C++. Used IDA Pro for reversing for the most part, the majority of it was static analysis and I've found that to be pretty standard with these big games. I personally wouldn't suggest Java but hey if you can get it to read and write to memory you could do something. I've never used Java for anything like that though.

You basically have to reconstruct the pointer paths and class structures. Once you can figure out how things are spaced in memory you can determine where in memory to read/write info. Using the game's projection matrix and some transforms you can go from the world to screen coordinates. So for a basic wall hack you would need to figure out where in memory the player list is, probably reconstruct the player class until you find the position variable, and also find the projection matrix. Then it's just some math and rendering and voila. You can choose to overlay the screen or hook into the game's DirectX/OpenGL context.
4  Discussions / General Discussions / Re: HappyNewYear! on: 2018-01-06 22:24:02
This was an interesting year for me. I went from semi homeless druggie to recovering to college student over the course of nine months. I'm most proud of learning more about machine learning and mathematics though. Discovering the exact career path you want to take is a fantastic feeling. My plan is to attain a PhD in computational data science and do research in the area.
I was also invited by a professor to participate in a research project in Cambodia over the summer and made lots of connections in general which I am quite happy with.
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2018-01-02 23:04:34
Got a new vaporizer mod today and decided to mess around with the firmware. Successfully REd a bit of the bin file before realizing the device uses the same chip as a company called eVic's devices. There's already firmware decryption scripts and a SDK available! That made a lot of things easier. So now I've got some custom firmware I wrote running on my mod which is pretty dang cool if you ask me.

And what did I do with all that work and potential? Displayed a dickbutt as my save screen. I suppose I still have some maturing to do.
6  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-18 01:23:08
Came up with this fun one liner today while working on some stuff:

n = sin(asin((n / max + (2 * PI / (frameRate * 100))) % 1)) * max;

which kinda generalizes to

n = sin(asin((n / max + t) % 1)) * max

It's a one line stepper function interpolating linearly from 0 to max moving with intervals of t * max every frame, where t < 0, looping back to 0 when n reaches max. It seemed useful. Initialize n, put the line in your draw method and watch it go.
7  Discussions / Miscellaneous Topics / Re: What I drew today on: 2017-12-05 18:49:22
Haven't done any drawing in a while but felt like doing a little sketch today.

8  Game Development / Game Play & Game Design / Re: Opinion on the game style on: 2017-12-02 19:45:08
I like the more realistic textures, however you need to be careful with the highlights on the helmet and stuff - highlights aren't static when the thing moves. You could easily fix this and make your game look really neat by using normal mapping. With the right parameters you could have an awesome shiny look going on with that helmet.
9  Discussions / General Discussions / Re: would any of you guys be offended if on: 2017-11-30 17:29:56
I love the idea Smiley like prince mentioned any controversy created over the game would simply mean more publicity for you. Go for it!
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-28 05:10:33
Created a visualization of a method used to solve the inscribed rectangle problem (an easier variant of the inscribed square problem The points where the mesh intersects are solution points for the center of the rectangle, one part of the method.

11  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-08 22:04:54
The second is a study on reinforcement/adaptive learning in humans and machines. I'm taking a look at improving current RL models. The first was on a algorithm I found to quickly and easily bruteforce a portion of  trigonometric integration on a computer. I know bruteforce and quick doesn't usually go together but I derived a neat formula that allows me to do just that. Not huge leaps and bounds in the fields but it's ok for my first published papers. I may post a link to them after they're published if anyone's interested.
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-11-08 19:22:17
Submitted my first grant application for a research project! I've been planning to release 2 papers a year until my I start my PhD and so far I'm right on track - first semester is almost over and I've got one paper being published soon and another one in the works with this grant. I'll be presenting my first one at a local SIAM conference soon so when that comes up I'll try to get a recording or something maybe. Super excited, I'm loving college.

Edit: some of the things I've worked on over the past week.
<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-23 22:35:49
Messed around with voronoi partitioning today.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
14  Game Development / Game Mechanics / 1D incompressible fluid mechanics on: 2017-10-17 23:05:13
Imagine an incompressible fluid surface in 1D - if the line is completely flat and let's say the default density at a point is 5. So essentially our surface can be defined by f(x) = 5. Now if I 'push' down on the line at x = 2 (ie add some positive and negative velocity at x = 2), the surface would rise at x < 2 and x > 2 due to advection of density using the velocities just introduced. I'm trying to model this with the ability to add force like I just described. Can anyone explain how I would implement this?
I've looked into 1d heat diffusion and I'm pretty sure that's what I'm looking for - I've implemented this and it solves diffusion just fine but I'm a bit confused on how to add forces to the model. I don't know why I'm having issues wrapping my head around adding velocities and density advection w the velocities in 1d even though I've done it in 2d... I was going to reimplement navier stokes in 1d but I'm certain there's a more simple way to model what I'm describing.

Doesn't necessarily have to be physically accurate, just visually pleasing and maintaining a constant sum of densities.
15  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-16 19:08:29
@Slyth2727  If you put this in a library and make it available as compute shader, maybe someone (I?) tests it with render to texture in his game engine Tongue

Oh yeah definitely, I'm aiming to code it so it's completely library independent besides maybe LWJGL or whatever I'm going to use for OpenGL. Maybe have an OpenCL and OpenGL/shader version, though due to the nature of the algorithm shaders would be much faster I think. I'm just using LibGDX to take the data computed by my library and render it for ease of use right now. I'll make sure to let you know. 3D support is already under way. I'm not even trying to run it at decent speeds until I implement it in GLSL so I can just use 3d textures.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-16 01:08:14
Spent a bit more time on navier stokes today. Converted my program to Java/LibGDX. Now running all computations using openCL, it's about twice as fast now. I'll be able to get it better with a little more time. Maybe convert it to GLSL to see what happens, I'm confident it'll be faster that way. No real purpose here really I just kinda want to see how far I can take this. Will add in 3D support later as well.
It's rendering at 900x900 with the fluid grids being about 250x250. And I'm recording on a laptop. So not awful performance but not spectacular. I expected to see a larger boost from OpenCL, I may have to study it a bit more.

First I show density map, then velocity.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

As you can see, my boundary conditions are a little messed up. I'm still working out the kinks from transferring to opencl.
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-11 07:26:59
Implemented a navier stokes solver based on this paper:
Still have to add the project step but it looks ok now. Can draw velocity map and stuff too.
Coded it in processing for simplicity, gonna switch over to Java and LibGDX to render and compute it on the GPU for performance because I don't feel like digging into shaders with processing. Maybe I'll release a fluid sim library for LibGDX once this is done.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Edit: Implemented the project function. It's pretty much done in terms of getting it up and running. Now for shaders ie actually good performance.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-15 05:40:22
So I got a little side tracked from the original project and wrote some code to move the mouse with my hand. In the first portion of the video I demonstrate that and in the second bit I show how the model can discriminate between three different hand postures. That parts a WIP but it's getting there. It can only get accurate when my hand is in the center of the image. Hope you like my 20+ hour sleep deprived face in the background.

Mouse movement uses a very simple algorithm of getting the average position of all those white pixels. Which is why I have to have my sleeve up. But it works decently.

edit: trained it a bit better, now it's much better at detecting posture no matter the position and angle. Now I can click by putting a finger up! I also coded it to 'press' space so I could play that little chrome dinosaur game. Jumping when I put one finger up.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-09-08 05:32:16
Finished my final visualization of a variational autoencoder I developed to generate MNIST digits. Essentially my model has learned a generalized method to draw handwritten digits. There's a few more visualizations I coded in but this is an animation of the decoder travelling through a 2D latent space. It's usually more accurate when trained with a much higher latent dimensional space but 2D allows me to easily travel through it and visualize it. This is just an example application of this particular machine learning algorithm. With an expansion of this method combined with a few other tricks a model can be trained to intelligently combine parts of images together. For example train a decoder on zebra images, then feed it a video of a horse running. The scenery in the video will remain untouched but the horse will be modified to look like a zebra. Think of the possible applications with this and faces - imagine being able to take a video of yourself talking and get a video of Obama or some other well known figure saying what you did but with their face and voice. This encoder-decoder structure can do lots of really useful and neat things.

animation: (how do I embed these..?)
20  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-08-24 23:19:43
Today I moved into my freshman dorm room! Exciting times.

Developed and trained a (deep? 2 convolutional layers and pooling layers) convolutional neural network to recognize digits out of the MNIST data set to learn more about convolutional nets. Got up to a 99.12% accuracy for the entire testing data set after 20,000 training iterations. Didn't use tensorflow or anything, but managed to utilize C and CUDA to outsource some operations to the GPU making training much much faster.
Also got a new laptop! Super pumped about it, 16 GB RAM, 4K screen, GTX 960m, i7 6700HQ. Pretty damn good laptop for the price, and it'll last me at least through undergrad and graduate school. I'm planning to go for my PhD in something with machine learning. I've been interested it for years and now I can finally do something with that after really learning more about it over the past few months.

21  Discussions / General Discussions / Re: Posting to not-so-old topics on: 2017-08-06 21:05:03
Given that everybody+dog uses the [unread posts since epoch] link in the header, it would regularly point to a lot of noise.

I just realized in my five years of being a JGO member I have never once clicked that link until you mentioned it. Always just scrolled down to the feed at the bottom. Not feeling particularly intelligent today.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-20 23:09:19
Just moved into my first dorm room. Going to court in a couple weeks to try to get a couple possession charges dropped and if that succeeds I'll have completely moved on to my new life. Things are going great right now!
23  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-20 23:07:50
Wait the whole game is a software renderer? Holy shit, that's nuts. Who came up with this terrible/brave idea?
24  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-18 04:53:13
Whipped up a little orbit trap shader after reading up on it. I'm also trying to figure out how I can get a linearly increasing value in pure GLSL, or at least a somewhat smooth sine function that doesn't speed up a ridiculous amount. I was thinking that I could use sin + cos (ya know a circle) and step across a circle instead of the exponential endpoints that just sin produces but I can't seem to get that working. Any ideas?

Orbit shader for those interested:
25  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-16 03:11:07
Learned about and played with metaballs yesterday. Currently working on a DE formula for them so I can raytrace 3D ones. Trying to work it out myself for the practice and fun.
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-12 02:48:30
Wrote a super slow mandelbulb ray tracer! It works (kinda)
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-04 02:22:57
Made another thing. Sorry for spamming, this is just so neat. I love math! Also got confirmation that I'm attending George Mason this fall with a very high likelihood of transferring to Carnegie Mellon come next year.

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-02 19:01:36
Rendered the field lines of the mandlebrot set in GLSL (in only 18 lines!). Here's the code:


Just accidentally made this unholy abomination.
apparently youtube link isn't working so her:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

And  remembered this thing I created a couple years ago:
I'm glad to get back into programming, it's fun Smiley
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-01 20:34:42
Working on a 3d rendering of the mandlebulb right now. Going to vary some variables with time to get a neat animation. In the meantime I produced this:
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-06-30 06:12:30
Been working with fractals. Can anyone explain to me why this code isn't producing a very interesting image? It seems to be correct mathematically.

What do you know I just had to remove the * -1 from the imaginary number part of the computation. My first deduction was correct. Lookee!

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SF/X Libraries
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