Search found 23 matches

by Dreadstew
Sat Aug 04, 2018 10:18 am
Forum: Game Programming
Topic: How to implement configurable player character?
Replies: 5
Views: 5497

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!
by Dreadstew
Sat Aug 04, 2018 10:06 am
Forum: Code Snippets
Topic: Neat way to go byte by byte
Replies: 2
Views: 3075

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...
by Dreadstew
Sun Jul 15, 2018 11:39 pm
Forum: Game Programming
Topic: How to implement configurable player character?
Replies: 5
Views: 5497

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?
by Dreadstew
Sun Jul 15, 2018 2:27 am
Forum: Code Snippets
Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
Replies: 7
Views: 3559

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.
by Dreadstew
Sun Jul 15, 2018 2:10 am
Forum: Project Announcements
Topic: Golden Age MMO
Replies: 3
Views: 3025

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...
by Dreadstew
Thu Jul 05, 2018 10:12 am
Forum: Beginners Help
Topic: Things I wish I knew before starting IrrLicht
Replies: 4
Views: 958

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...
by Dreadstew
Thu Jul 05, 2018 9:34 am
Forum: Code Snippets
Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
Replies: 7
Views: 3559

Re: Encryption and Decryption with OpenSSL - cryptinfo class

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
Why would you encrypt a model lol? Can I make a packet out of that format? If so that sounds dank.
by Dreadstew
Thu Jul 05, 2018 9:29 am
Forum: Code Snippets
Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
Replies: 7
Views: 3559

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;     ...
by Dreadstew
Thu Jul 05, 2018 9:10 am
Forum: Code Snippets
Topic: Encryption and Decryption with OpenSSL - cryptinfo class!
Replies: 7
Views: 3559

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()         {    ...
by Dreadstew
Thu Jul 05, 2018 9:02 am
Forum: Game Programming
Topic: Opinion - Should createDevice throw when returning null?
Replies: 13
Views: 4049

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.
by Dreadstew
Thu Jul 05, 2018 8:53 am
Forum: Code Snippets
Topic: Irrlicht Extensions on Github
Replies: 16
Views: 6180

Re: Irrlicht Extensions on Github

This is awesome! Thank you!
by Dreadstew
Thu Jul 05, 2018 7:55 am
Forum: Project Announcements
Topic: Golden Age MMO
Replies: 3
Views: 3025

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...
by Dreadstew
Thu Mar 15, 2018 10:55 pm
Forum: Code Snippets
Topic: Simple macros for init code
Replies: 2
Views: 2864

Re: Simple macros for init code

I'll look into that! Thanks for letting me know!
by Dreadstew
Tue Mar 13, 2018 11:26 pm
Forum: Open Discussion and Dev Announcements
Topic: DirectX 12 Ever?
Replies: 16
Views: 7045

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...
by Dreadstew
Tue Mar 13, 2018 11:03 pm
Forum: Code Snippets
Topic: Simple macros for init code
Replies: 2
Views: 2864

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...