Search found 23 matches
- Sat Aug 04, 2018 10:18 am
- Forum: Game Programming
- Topic: How to implement configurable player character?
- Replies: 5
- Views: 6016
Re: How to implement configurable player character?
That sounds awesome Luna. I definitely want to give that kind of thing a shot later. Probably would try making a special bone in the mesh skeleton just to parent the mouth, eye, etc. Sounds like a good idea!
- Sat Aug 04, 2018 10:06 am
- Forum: Code Snippets
- Topic: Neat way to go byte by byte
- Replies: 2
- Views: 3489
Neat way to go byte by byte
I learned this method doing some assembly tinkering and I think it's neat so I'll share a snippet of it. It's useful for easily pushing things like ints byte by byte onto a vector, or things like that. unsigned int size = str.size(); unsigned char* sref = (unsigned char*)&size; unsigned int of...
- Sun Jul 15, 2018 11:39 pm
- Forum: Game Programming
- Topic: How to implement configurable player character?
- Replies: 5
- Views: 6016
How to implement configurable player character?
I want to allow the user to pick from some choices when making their character. Different hair, different nose, mouth, etc.
What is the best way to do this with a set of predefined assets? Should I have small mouth meshes I just parent to a generic head? Sounds hard to pull off. Any tips?
What is the best way to do this with a set of predefined assets? Should I have small mouth meshes I just parent to a generic head? Sounds hard to pull off. Any tips?
- Sun Jul 15, 2018 2:27 am
- Forum: Code Snippets
- Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
- Replies: 7
- Views: 4149
Re: Encryption and Decryption with OpenSSL - cryptinfo class
denzel you'll have to come up with a usage for it yourself, I can barely type anymore because my hand decided to go numb lol.
devsh - I see, I know nothing of the graphics side of things. That's good to know. I'm going to work on learning about graphics and stuff while my hand comes back to life lol.
devsh - I see, I know nothing of the graphics side of things. That's good to know. I'm going to work on learning about graphics and stuff while my hand comes back to life lol.
- Sun Jul 15, 2018 2:10 am
- Forum: Project Announcements
- Topic: Golden Age MMO
- Replies: 3
- Views: 3137
Re: Golden Age MMO
Unfortunately not yet, the game looks like crap, my hand decided to go numb on me so I have to take a break for the time being. I'm going to spend this recovery time researching graphics workflows and stuff like that. Maybe I'll get something presentable up on my github. For now the graphics are tra...
- Thu Jul 05, 2018 10:12 am
- Forum: Beginners Help
- Topic: Things I wish I knew before starting IrrLicht
- Replies: 4
- Views: 983
Re: Things I wish I knew before starting IrrLicht
I learned most of what I know from poking around with intellisense lol. You can access most of the engine by derefrencing the device, environment, driver, ect. and scrolling around and reading the doc. Also look in the namespaces irr::*. The doc in VS 2017 is the same as the online doc from what I c...
- Thu Jul 05, 2018 9:34 am
- Forum: Code Snippets
- Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
- Replies: 7
- Views: 4149
Re: Encryption and Decryption with OpenSSL - cryptinfo class
Why would you encrypt a model lol? Can I make a packet out of that format? If so that sounds dank.devsh wrote:IrrlichtBAW uses OpenSSL for encrypton and decryption of its own BAW model format, you might want to look at how that works there
- Thu Jul 05, 2018 9:29 am
- Forum: Code Snippets
- Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
- Replies: 7
- Views: 4149
Re: Encryption and Decryption with OpenSSL - cryptinfo class
#pragma once #include <iostream> #include <mutex> #include <thread> #include <chrono> #include <atomic> namespace ga { class sleeper { std::timed_mutex mut_; std::atomic_bool locked_; void lock() { mut_.lock(); locked_ = true; ...
- Thu Jul 05, 2018 9:10 am
- Forum: Code Snippets
- Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
- Replies: 7
- Views: 4149
Encryption and Decryption with OpenSSL - cryptinfo class!
#pragma once #include <GoldenAge/debug.h> #include <openssl/evp.h> #include <openssl/aes.h> #include <openssl/rand.h> #include <openssl/err.h> #include <string> namespace ga { class cryptinfo { EVP_CIPHER_CTX* ectx; EVP_CIPHER_CTX* dctx; void fillectx() { ...
- Thu Jul 05, 2018 9:02 am
- Forum: Game Programming
- Topic: Opinion - Should createDevice throw when returning null?
- Replies: 13
- Views: 4841
Re: Opinion - Should createDevice throw when returning null?
For my latest project I have disabled exceptions completely even for debug lol. I agree with Mel, any exception code should compile out in release mode unless you have a really good reason.
- Thu Jul 05, 2018 8:53 am
- Forum: Code Snippets
- Topic: Irrlicht Extensions on Github
- Replies: 16
- Views: 7590
Re: Irrlicht Extensions on Github
This is awesome! Thank you!
- Thu Jul 05, 2018 7:55 am
- Forum: Project Announcements
- Topic: Golden Age MMO
- Replies: 3
- Views: 3137
Golden Age MMO
Hello! I've been wanting to start on another MMO and I finally have some good work put in. I'm super invested in this one so I figured I'd put it out there and maybe find some helpers, or maybe some of you would like to learn from it. https://github.com/JacobStewart64/GoldenAgeGame Login is close to...
- Thu Mar 15, 2018 10:55 pm
- Forum: Code Snippets
- Topic: Simple macros for init code
- Replies: 2
- Views: 3319
Re: Simple macros for init code
I'll look into that! Thanks for letting me know!
- Tue Mar 13, 2018 11:26 pm
- Forum: Open Discussion and Dev Announcements
- Topic: DirectX 12 Ever?
- Replies: 16
- Views: 8132
DirectX 12 Ever?
Will there ever be DirectX 12 support? Honestly DirectX9 is way more than enough for me. I've tried learning how to do DirectX 12, Have a nice book by Frank Luna. But it is too much for me. Other engines like Unreal are not as straightforward to use as Irrlicht and they get in my way. I love Irrlich...
- Tue Mar 13, 2018 11:03 pm
- Forum: Code Snippets
- Topic: Simple macros for init code
- Replies: 2
- Views: 3319
Simple macros for init code
I have some macros I made for my init code. Very simple but make code cleaner, especially QuickScene #define MessageBoxAndQuit(lstr) MessageBox(0, (lstr), 0, MB_OK | MB_ICONERROR); \ return 1 //allows you to draw any number of components by putting them between be...