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  What I did today  (Read 3539240 times)
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Offline death_angel
« Reply #4500 - Posted 2016-07-18 20:17:26 »

I have been into hacking lately.
It is fascinating how far you can go with java  Wink

I am just a guy
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4501 - Posted 2016-07-19 01:00:57 »

I have been into hacking lately.

Lately as in 4 months? Welcome back!
Also, grey/white/black... ?

Offline Archive
« Reply #4502 - Posted 2016-07-19 05:43:34 »

implemented lightmaps Smiley


Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4503 - Posted 2016-07-19 06:19:30 »

Summary of my night:
https://github.com/team-jgloom/jgloom/pull/59

Offline J0
« Reply #4504 - Posted 2016-07-19 07:00:15 »

Also, grey/white/black... ?
I'm kind of hoping the answer to be black just for the lolz Roll Eyes

Offline Icecore
« Reply #4505 - Posted 2016-07-19 09:01:38 »

I'm kind of hoping the answer to be black just for the lolz Roll Eyes
Black - also have colors XD
Create encrypter to scam ppl for money - is Dark Black,
Find exploit in Google product and sell it on black market - is Light Black.
(because official Google some times can give you 500$ max or even "We take it - Thanks")

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline J0
« Reply #4506 - Posted 2016-07-19 10:14:07 »

Find exploit in Google product and sell it on black market - is Light Black.
That's kind of gray — although a gray hat would rather tell Google they found a vulnerability but not which one until they pay or something.

Offline orange451

JGO Kernel


Medals: 544
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #4507 - Posted 2016-07-19 12:48:23 »

I started working on my Army Men game again.

First Recon. A java made online first person shooter!
Offline death_angel
« Reply #4508 - Posted 2016-07-19 23:05:10 »

I have been into hacking lately.

Lately as in 4 months? Welcome back!
Also, grey/white/black... ?
Of course i am white hacker Cheesy

I am just a guy
Offline philfrei
« Reply #4509 - Posted 2016-07-20 03:59:56 »

Debugged and got working some code to take an .ogg file (ogg/vorbis) and turn the PCM contents into a float[] array. Am using the JOrbis library and based the code on two decoding examples (one a "tutorial") that come packaged with the library. It's not the most efficient, as I'm opening the file twice, once to get a length in frames for the target array, the other for the actual data extraction, and some changes I made in loop nesting may make it a couple microseconds slower than its true potential.

I'm unclear on which of the example authors need to be acknowledged. Use of the library itself requires a license, that is clear. The copied code is basically the setting up of the main variables and loops, and is very similar in both examples (two different authors, neither acknowledging the other). Their code is nearly identical except they name their variables differently. I vary by dropping all the code pertaining to converting the extracted normalized floats to bytes. (I am neither outputting bytes to System.out nor playing back the audio as the two examples do). I also alter the nesting of a couple inner loops to make it simpler to transfer the data channels into the target float[].

If this code is useful to anyone, I can post it, but I want to handle the license and permissions stuff correctly.

Basic usage:
1  
    float[] audioFloats = OggVorbisToPCMFloats(URL oggUrl);

music and music apps: http://adonax.com
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Riven
Administrator

« JGO Overlord »


Medals: 1370
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #4510 - Posted 2016-07-20 05:21:22 »

If this code is useful to anyone, I can post it, but I want to handle the license and permissions stuff correctly.

Basic usage:
1  
    float[] audioFloats = OggVorbisToPCMFloats(URL oggUrl);

How do I know how many channels the audio stream is comprised of?

Maybe you could return float[][] or an actual POJO with some meta-data like sample-rate.

Transforming all samples into floats, only to have them converted into bytes/shorts again to play it seems a bit cumbersome. It may also be disadvantageous to be forced to decompress the entire file before you can play it. For long audio files this means significant decoding time and serious memory usage (especially due to the floats).

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline philfrei
« Reply #4511 - Posted 2016-07-20 09:16:05 »

If this code is useful to anyone, I can post it, but I want to handle the license and permissions stuff correctly.

Basic usage:
1  
    float[] audioFloats = OggVorbisToPCMFloats(URL oggUrl);

How do I know how many channels the audio stream is comprised of?

Maybe you could return float[][] or an actual POJO with some meta-data like sample-rate.

Transforming all samples into floats, only to have them converted into bytes/shorts again to play it seems a bit cumbersome. It may also be disadvantageous to be forced to decompress the entire file before you can play it. For long audio files this means significant decoding time and serious memory usage (especially due to the floats).

@Riven
Good points. I could see where that would make the code I just wrote more generally useful. It would not be hard to do if there is a use or request.

"How do I know how many channels..?" I have been assuming the programmer and the sound designer have an agreement to stick to a single format or set of formats. Audacity works great for converting formats. I've actually been prepping wildlife cues (owls, foxes, crows, woodpecker, wind-in-trees) for the last few hours. My last step is to convert to "CD-quality" wav, then turn that to ogg/vorbis.

As far as I can tell, OGG/Vorbis works with audio data in the form of normalized PCM floats. Conversion to shorts or bytes happens after the decompression. I intercept the normalized float data before these later stages, as normalized floats are also format I'm using for most of my audio work. So actually a lot of thrashing is avoided.

The audio mixer I wrote expects normalized PCM floats. All synth output, clip-data, processing, mixing that I do happens with normalized floats. The conversion to bytes only occurs if the "wrapper" (bridging the audio mixer output to the sound system input) requires it. Android allows normalized floats for audio output as an option. I'm hoping to work soon with @ziozio who may have already written code that allows normalized floats to output via OpenAL as part of a OggVorbis decoder he previously wrote. I suspect his code does convert to bytes, but puts off the conversion to the last possible moment.

There is a lot I don't know about memory management. I failed miserably earlier this evening when trying to read and understand Spasi's article on LWJGL's use of memory mgmt. Could use some coaching or recommended articles to get more background knowledge. I try to keep my learning on a need-to-know basis as otherwise there is no time for coding. But I really would like to know more about memory mgmt at this point.

music and music apps: http://adonax.com
Offline ziozio
« Reply #4512 - Posted 2016-07-20 11:19:22 »

Philfrei is correct, for vorbis the entire decoding is done using floats and is then converted to bytes when creating the byte buffer for openal

The float buffer is structured so that channel data is sequential so it would be channel1, channel2....channel,channel1, channel2...channel etc

As the float array is created during decoding you aren't  losing much and you aren't using more memory. I do agree that a pojo is a good way to collate all the raw pcm data in to a separate object
Offline EgonOlsen
« Reply #4513 - Posted 2016-07-20 13:01:11 »

I'm on holiday. So I made a C64 out of sand.


Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4514 - Posted 2016-07-20 19:27:27 »

-snip-

(this is a bit loud)
<a href="http://www.youtube.com/v/Nke0Gj2SUOs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Nke0Gj2SUOs?version=3&amp;hl=en_US&amp;start=</a>

Offline Wolftein
« Reply #4515 - Posted 2016-07-21 18:34:37 »

I implemented signed distance fields font + outline on my engine.




Offline Icecore
« Reply #4516 - Posted 2016-07-21 20:34:40 »

I implemented signed distance fields font + outline on my engine.
Is it Vector graphics, or GL Texture zoom ^^?
up:
Ou .. https://github.com/libgdx/libgdx/wiki/Distance-field-fonts

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline Wolftein
« Reply #4517 - Posted 2016-07-21 21:32:03 »


Yes, you can find all the information about it in http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
Offline Longor1996

JGO Wizard


Medals: 116
Projects: 2
Exp: 8 years


The cake is probably a lie.


« Reply #4518 - Posted 2016-07-22 20:08:19 »

What I did today... and yesterday and the day before:
Traveled (over night) ~1000 kilometres from south-germany (Mannheim) to north-germany (Hamburg), stayed at my girlfriends home for a night, had a job interview with auticon the next day, then traveled ~1000 kilometres back home right afterwards...

Result:
Got both an internship and a job offer for a position as junior software developer.

Current Emotional State:
Pretty much dead, but happy.

The cake is probably a lie... but it's a delicious lie!
Offline Phased
« Reply #4519 - Posted 2016-07-23 02:23:51 »

The typical not a "What I did today"...

Lets travel back in time a bit...

May: I received my HTC Vive.

June/July: Went on my first plane trip, luckily I don't hate planes, as it was from Australia to Germany.

After arriving in Berlin Germany, we then had to travel to Leipzig via train.

All up it was about 26-ish hours of traveling.

Upon arriving in Leipzig, we immediately got asked to attend a open uni demonstration day for their compsci department. After visiting and looking at the projects some of their students are working on, we then began to realise the weird sun setting time, here in Australia in winter it begins to get dark at 5pm, and in summer it begins to get dark around 7pm-8pm. It was still light in Leipzig at 10:30pm, which threw us off a bit.

Instead of sightseeing, we mostly just sat in a hotel and played with robots for the first few days.

After a few days at Leipzig, RoboCup 2016 finally opened up to participants, and we moved from our small hotel rooms to the conference center.

We competed in the Humanoid Kid Size League (football / fußball / soccer), with us and one other team having the smallest robots in the league. As you can guess, we didn't do too well with our small robots, we made it past the first knockout round, and got knocked out in the second round, just before the quarter finals. We ended up playing 5 or 6 games.

After we got kicked out, we played a "drop in game" where each team could place 1-2 robots on the side of the field they want to play for and work together to win a game against the other team, of course after being kicked out, our robots decided it was time they would perform better, and we played really well.

I also managed to meetup with Ra4king's team one day, they don't compete in the same league as us though. Unfortunately Ra4king did not attend the competition Sad maybe next year if we both end up going?

Here is a picture of the entire Humanoid League (Kid Size, Teen Size and Adult League robots)

Offline EtmosCode

Senior Devvie


Medals: 13
Exp: 3 years


pale blue pixel


« Reply #4520 - Posted 2016-07-23 02:29:53 »

Read through four pages of unread posts. Sixteen more to go.

Happy to be back and active on here. Smiley

Never stop creating.
Twitter: @EtmosCode
Offline Archive
« Reply #4521 - Posted 2016-07-24 06:55:36 »

Finally got BSP trees working. The hardest part was making the polygon-plane splitting algorithm.

I also made it so that pixels drawn from a BSP tree's polygon are not overdrawn by another pixel to save computation time Smiley

This image doesnt show off the BSP tree too much, just know that this was rendered without the zbuffer so the bsp tree works Smiley


The bsp tree works with the zbuffer as well so I can have static and moving objects with correct depth culling Smiley

Offline ShadedVertex
« Reply #4522 - Posted 2016-07-24 07:03:39 »

Finally got BSP trees working.

...

Your software renderer is so cool. I need to try writing one myself someday.
Offline Archive
« Reply #4523 - Posted 2016-07-24 16:40:22 »

Finally got BSP trees working.

...

Your software renderer is so cool. I need to try writing one myself someday.
Haha thanks Cheesy You definitely should, it teaches you a lot about how graphics are done

Offline Slyth2727
« Reply #4524 - Posted 2016-07-24 22:10:02 »

Been reverse engineering Evolve Free to Play for the past few days. It's 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 game's logic (not engine, I can only access the engine's source) is in lua, I'm attempting to dump that as well. I mean it's like they didn't 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; I'm 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 Cheesy

Also programming an 8080 emulator on the side, check it out here: https://github.com/CMatri/8080Emulator
Offline Mac70
« Reply #4525 - Posted 2016-07-25 08:35:49 »

Been reverse engineering Evolve Free to Play for the past few days. It's 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 game's logic (not engine, I can only access the engine's source) is in lua, I'm attempting to dump that as well. I mean it's like they didn't 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; I'm 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 Cheesy

Also programming an 8080 emulator on the side, check it out here: https://github.com/CMatri/8080Emulator

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 hacked... Smiley
Offline princec

« JGO Spiffy Duke »


Medals: 1126
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4526 - Posted 2016-07-25 09:09:26 »

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 hacked... Smiley
This won't 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 developers' 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.

Cas Smiley

Offline Mac70
« Reply #4527 - Posted 2016-07-25 11:27:45 »

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 don't 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). Smiley
Offline EgonOlsen
« Reply #4528 - Posted 2016-07-25 14:02:04 »

After my last sandy C64 got hacked by a 2 yo Apple fanboy, I made a C64c today.


Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4529 - Posted 2016-07-26 03:09:13 »

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 hacked... Smiley
This won't 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 developers' 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.

Cas Smiley
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 doesn't 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 don't have a lot of security in my game since adding it is a lot of work.

don't get me wrong. I think cheaters is a far bigger problem for games than pirates.But i can't 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++  Roll Eyes

I have no special talents. I am only passionately curious.--Albert Einstein
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