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  What I did today  (Read 3429823 times)
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Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1440 - Posted 2015-01-15 16:44:34 »

I think Java is dying...

Applets* Smiley

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

Offline ra4king

JGO Kernel


Medals: 508
Projects: 3
Exp: 5 years


I'm the King!


« Reply #1441 - Posted 2015-01-15 17:25:48 »

Why! Don't release anything. I play BF4 and I would hate to see it filled with hackers.
You do realize it is already filled with hackers? That's the whole point of Punkbuster/FairFight.

Reverse engineering the game to get the offsets to variables using IDA and a dump of the game. For example, ClientGameContext has a static pointer at 0x142471d58. The PlayerManager offset from that is 0x60 so if you read in memory the pointer 0x142471d58 you get the address of ClientGameContext in the game. readInt64(pointerGameContext + 0x60) gets you the PlayerManager offset. There's an array pointer at pointerPlayerMan + 0x548 which you can loop through for all ClientPlayers. So on and so forth.

Of course there are a few tricks and alignment things sometimes and externally I can't call virtual methods but that's basically it. If I inject a DLL and hook into one of the game's functions I can build an SDK to fit the data structures of the game and then I'm able to do things easier, including calling virtual funcs.

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

Offline KudoDEV

JGO Ninja


Medals: 79
Exp: 6 years


Game Dev Hobbyist


« Reply #1442 - Posted 2015-01-15 19:20:38 »

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

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Herjan
« Reply #1443 - Posted 2015-01-15 21:01:23 »

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

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.
Offline Slyth2727
« Reply #1444 - Posted 2015-01-15 22:48:01 »

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

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 Smiley
Offline Andre Lopes
« Reply #1445 - Posted 2015-01-16 02:42:12 »

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

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.

Offline SHC
« Reply #1446 - Posted 2015-01-16 12:49:21 »

Implemented SAT (Separating AXIS Theorem in 3D)

Click to Play


Another crappy gif, recorded at 30 fps.

Offline lcass
« Reply #1447 - Posted 2015-01-16 17:09:07 »

Bought a breadboard and a 16 pin Integrated Circuit.

EDIT: After some research, I found out It's just an IC Socket. It holds the actual IC.
You mean you bought a bread board and a 16 pin ic mount.
Offline princec

« JGO Spiffy Duke »


Medals: 1103
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #1448 - Posted 2015-01-16 17:11:07 »

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

Cas Smiley

Offline divxdede
« Reply #1449 - Posted 2015-01-16 23:32:51 »

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  Huh

So it's time to go bed  Angry
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Slyth2727
« Reply #1450 - Posted 2015-01-17 04:43:21 »

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.

Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1451 - Posted 2015-01-17 05:50:23 »

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?
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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 )
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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.

Offline SHC
« Reply #1452 - Posted 2015-01-17 07:25:17 »

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

Click to Play


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

Offline Seiya02

JGO Coder


Medals: 7
Projects: 4
Exp: 5 years


No Text Here :x


« Reply #1453 - Posted 2015-01-17 14:35:49 »

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 Smiley

Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #1454 - Posted 2015-01-17 14:41:06 »

At least make the borders a lot smaller Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline pitbuller
« Reply #1455 - Posted 2015-01-17 14:45:34 »

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 Smiley

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
Offline DarkCart

JGO Kernel


Medals: 124
Projects: 9
Exp: 50 years


It's all in the mind, y'know.


« Reply #1456 - Posted 2015-01-17 15:29:49 »

[offtopic]

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

[/offtopic]

The darkest of carts.
Offline theagentd
« Reply #1457 - Posted 2015-01-17 22:26:06 »

Fixed my TSRAA to work with my grass renderer...



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

Myomyomyo.
Offline divxdede
« Reply #1458 - Posted 2015-01-17 23:11:17 »

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  Huh

So it's time to go bed  Angry

I won over the black screen and retrieve what i would to render  Grin
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  Roll Eyes
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1459 - Posted 2015-01-18 02:15:06 »

OBJ Model loading w/ basic MTL loading
Click to Play


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

Offline theagentd
« Reply #1460 - Posted 2015-01-18 03:24:34 »

Follow-up on my grass...
No AA:


8xTSRAA with supersampled alpha test:


Screenshot comparison: http://screenshotcomparison.com/comparison/110083

Myomyomyo.
Offline death_angel
« Reply #1461 - Posted 2015-01-18 19:16:21 »

I am supporting indie games and made a video
<a href="http://www.youtube.com/v/A6VMT0HrXIg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/A6VMT0HrXIg?version=3&amp;hl=en_US&amp;start=</a>

I am just a guy
Offline lcass
« Reply #1462 - Posted 2015-01-18 19:53:46 »

Tada: COM and COT calculations are now drawn .
Offline divxdede
« Reply #1463 - Posted 2015-01-18 23:12:35 »

I implemented the Bresenham algorithm for drawing and filling ellipse : http://www.java-gaming.org/topics/fill-ellipse-from-a-fragment-shader/35411/msg/335293/view.html#msg335293
Il will continue on the fragment shader version with advises of other members.
Offline nerb
« Reply #1464 - Posted 2015-01-19 08:46:40 »

Started learning Perl a little while ago after getting inspired from playing with regex's. Wrote my first Perl command-line "guess the number" game today, amongst other things, to test some of the language's nuances. There's something strangely refreshing about going back to basics.

...I guess I'll go join perl-gaming.org now???
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #1465 - Posted 2015-01-19 22:11:35 »

Got loops working in PoppetScript, the 3D modelling language you don't need.

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model: "ground"
pointsPerArc:6
texture: "grass"
   bottomLeft: 0.0,0.505
   topRight: 0.5,1.0
mesh: "ground"
   loop: 20
      offset: 0.0, 0.0, 10.0
      loop: 20
         offset: 10.0, 0.0, 0.0
   properties:
      useTexture: "grass"
   line:
      offset: -100.0, 0.0, -100.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0
   line:
      offset: -100.0, 0.0, -90.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0
   line:
      offset: -100.0, 0.0, -100.0
      vector: 0.0, 1.0, 0.0
      start: 0.0, 0.0, 0.0
      end: 10.0, 0.0, 0.0

Offline SHC
« Reply #1466 - Posted 2015-01-20 04:48:53 »

Implemented collision response in 3D using SAT.

Click to Play


Crappy edited GIF (2.3 MB, Recorded at 30 fps)

Offline SHC
« Reply #1467 - Posted 2015-01-20 08:09:55 »

I have identified another flaw, I have appreciated myself in my previous post.



All I did was changed the link URLs a bit, and it worked fine. It is not in the count though.

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1468 - Posted 2015-01-21 05:34:04 »

Been prototyping an R-tree implementation using fancy Sort-Tile-Recursive bulk loading, as detailed here.

Generated from random points, notice the nice, clustered, non-overlapping (leaves) packing:

Click to Play


Probably one of my favorite data structures.
Offline Slyth2727
« Reply #1469 - Posted 2015-01-21 06:41:46 »

Was looking through some old code of mine (a couple years old) and discovered that, in this particular project, I kept a diary of sorts in the comments... Each day, when I implemented something new or fixed something, I would do a little entry of what I did that day and general feelings along with the date. It was very strange and slightly nostalgic.
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