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Gamedev Lounge 0010
(12-09-2012, 09:12 PM)coty-crg Wrote: Personally, I use XOR encryption for -everything-

(12-09-2012, 09:34 PM)Kitsu Wrote: All levels open source! Player tinkers with data and breaks the game (or makes it boring)? Too bad!

Not quite what I meant by data protection.

I more meant the fact that you have no restrictions on pointers, and can alter memory in your computer, regardless of whether it was assigned by your program or not.
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(12-10-2012, 12:22 AM)Chirp Wrote: I feel like a derp programmer after reading most of this, I've tried out C++ and all I've managed to do in it so far is make a window and make an image display in that window.

I hadn't really gotten back into programming though. I've been distracted by lots of other stuff lately though. (Mostly real life and suddenly spriting attempts) I'm thinking of whether I should use Java or C++ though for making games. I'd probably try to do 2D games because anything involving 3D would be overly complicated for me right now.

There's nothing wrong with that, though! Everyone needs to start with the basics before they make the super-impressive stuff (unless you're like, the 1% of people who can make the OS for the Curiosity Rover at age 10, heh). I'd argue you actually have more done than me because I still haven't done proper GLUT/OpenGL study for C++, though I've made simple game stuff in Java/C# before.

Honestly, I'd be inclined to say you'd be better off using C++... but if C++ is a giant pain in the ass, Java can help simplify the process a little since it abstracts away pointers and memory management. At the same time, I don't think it's well-suited for gamedev, though Applets are neat.

Definitely do 2D at first, imo. The addition of a third dimension and all of the complexities of models/animations can be a headache, especially when starting out.

(12-10-2012, 03:12 AM)Hoeloe Wrote: I more meant the fact that you have no restrictions on pointers, and can alter memory in your computer, regardless of whether it was assigned by your program or not.

Hello segfault, my love. I missed you, but please stop making my program crash Shy
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(12-10-2012, 09:58 PM)Phaze Wrote: I'd argue you actually have more done than me because I still haven't done proper GLUT/OpenGL study for C++

Actually I've been using some setup with C++ with something called SDL (Simple DirectMedia Layer) because I had no idea how to even make a freaking window in C++ like I did in Java. Only using it because I did what pretty much every person that had no idea where to start would do, which was looking up random tutorials on the internet. I've read that SDL can be used with OpenGL though or something, I don't quite remember. I'm probably bad at theory stuff.

I'm actually more used to Java but I wanted to give C++ a try. It's just weird trying to transition because Java has a bunch of built in functions that I'm used to using and I'm not sure how to do similar functions in C++.

As soon as I figure out how to do things in C++ like, Arrays, Keyevents, and loops/timer?, I might actually be able do legit game programming. Maybe.

...Although I'd have to learn how 2D platformer games work. I tried to make one in Java but I didn't know how to make a simple way for me to load block placements that I could edit easily and only managed to make some random controls of jumping in midair infinitely.
These topics around here are super trendy...
A little too trendy.
I don't think I'm cool enough to post.
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I am a dirty soulless cheater who uses Game Maker 8




EIGHT POINT ZEEEERRRROOOOOOOOOOOO
(12-10-2012, 12:23 PM)Orgasmatron Wrote: i like to go into public restrooms and poop as loudly as possible

its like taking a shit without giving a shit HEH
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(12-10-2012, 10:57 PM)Chirp Wrote: Actually I've been using some setup with C++ with something called SDL (Simple DirectMedia Layer) because I had no idea how to even make a freaking window in C++ like I did in Java. Only using it because I did what pretty much every person that had no idea where to start would do, which was looking up random tutorials on the internet. I've read that SDL can be used with OpenGL though or something, I don't quite remember. I'm probably bad at theory stuff.

I'm actually more used to Java but I wanted to give C++ a try. It's just weird trying to transition because Java has a bunch of built in functions that I'm used to using and I'm not sure how to do similar functions in C++.

As soon as I figure out how to do things in C++ like, Arrays, Keyevents, and loops/timer?, I might actually be able do legit game programming. Maybe.

...Although I'd have to learn how 2D platformer games work. I tried to make one in Java but I didn't know how to make a simple way for me to load block placements that I could edit easily and only managed to make some random controls of jumping in midair infinitely.

I'm familiar with stuff like SDL/SFML but I want to bypass those entirely and work with the stuff that it actually abstracts away. Normally setting up a window is a messy process and OS-dependant, but GLUT can at least help deal with that by abstracting it away.

Java makes it seem so easy Big Grin
Yeah, SDL can 'break through' down to OpenGL if you really need it. Probably if you need custom shaders or something. I know I'll want some Fragment Shaders for heat haze/reflection... I just need to figure out how I'm gonna do that well Smile

C++ itself has no real concept of time or input beyond taking text input via console, but SDL provides a neat abstracted interface for input iirc, as does SFML. OpenGL doesn't (as it's just a graphics library, really), but once again GLUT comes to the rescue!

Too bad GLUT doesn't work on consoles, but I doubt that is a concern for either of us anytime soon Tongue

Another thing you might be interested in looking into, with regards to unimplemented functionality is the Boost library. It adds a lot of neat things.
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(12-11-2012, 12:33 AM)SmashBroPlusB Wrote: I am a dirty soulless cheater who uses Game Maker 8




EIGHT POINT ZEEEERRRROOOOOOOOOOOO

Hey man. I main game maker: studio. My favorite way to make games, especially mobile ones.


(12-09-2012, 09:34 PM)Kitsu Wrote: Who needs data protection anyways!


All levels open source! Player tinkers with data and breaks the game (or makes it boring)? Too bad!
Well if your game has online functionality and you don't want to save the files on the server..
I've got a fancy little website, if you'd like to click here and check it out.
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(12-12-2012, 12:53 PM)coty-crg Wrote: Well if your game has online functionality and you don't want to save the files on the server..

Thing is, if someone really thinks your game is worth it, they'll crack that encryption open with a sledgehammer, potentially decompiling your program (or simply doing packet sniffing if the key is sent over the wire!) if necessary. The best solution is usually to either see it only as a way to slow hackers down (which only works once) or to design it in such a way that you don't even need this security.

Never trust the client, period. There's always the possibility of it being compromised/malicious. Honestly, it'd be best just to save files on the server unless they are trivial, in which case encrypting them is a bit of an exercise in futility, anyway Cute
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Does anyone know how difficult it is to use OpenGL?

I'm still learning SDL stuff by the way (including stuff I've never done before like Scrolling screens wooooo)
These topics around here are super trendy...
A little too trendy.
I don't think I'm cool enough to post.
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I think OpenGL is a PAIN.
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I've learned a bit of DirectX (...actaully SharpDx, a thin c# DirectX Wrapper). Whenever reading about DirectX, i sometimes see people say its similar to openGL. Learning it wasn't too bad and if they're as similar as people say, im thinking learning openGL shouldn't be too bad either.
Animations - MFGG TKO (scrapped) - tFR
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"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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DirectX is actually quite different from OpenGL. DirectX is relatively more simplified, streamlined, and organized.

Unfortunately, its also less cross-platform, for obvious reasons.
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They're similar in that they're both graphics libraries, but apart from that, they are quite different. Obviously they both share a lot of the same functionality, but this is simply because they are both designed to do the same thing. There's a lot of similarity in what they do, but there isn't really much in how they do it.
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actually the reason their so closely alike is because directX is half stolen from openGL (or at least was)
once upon a time microsoft and the makers of opengl made a deal to make a super library, the best of both directX and openGL, halfway through the project microsoft ran off with half of openGL due to some disagreement keeping the combined work Resulting in D3D8 *.

EDIT:
* DirectX 7 was actually the fruits of their labours but D3D8 in DX8 was heavily based on the work they could not complete.
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(12-12-2012, 02:47 PM)Phaze Wrote:
(12-12-2012, 12:53 PM)coty-crg Wrote: Well if your game has online functionality and you don't want to save the files on the server..

Thing is, if someone really thinks your game is worth it, they'll crack that encryption open with a sledgehammer, potentially decompiling your program (or simply doing packet sniffing if the key is sent over the wire!) if necessary. The best solution is usually to either see it only as a way to slow hackers down (which only works once) or to design it in such a way that you don't even need this security.

Never trust the client, period. There's always the possibility of it being compromised/malicious. Honestly, it'd be best just to save files on the server unless they are trivial, in which case encrypting them is a bit of an exercise in futility, anyway Cute
I remember the first time my little brother used cheat engine with one of my first games. Cute

Anyone else have stories about family and your own games?
I've got a fancy little website, if you'd like to click here and check it out.
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(12-24-2012, 12:05 AM)coty-crg Wrote:
(12-12-2012, 02:47 PM)Phaze Wrote:
(12-12-2012, 12:53 PM)coty-crg Wrote: Well if your game has online functionality and you don't want to save the files on the server..

Thing is, if someone really thinks your game is worth it, they'll crack that encryption open with a sledgehammer, potentially decompiling your program (or simply doing packet sniffing if the key is sent over the wire!) if necessary. The best solution is usually to either see it only as a way to slow hackers down (which only works once) or to design it in such a way that you don't even need this security.

Never trust the client, period. There's always the possibility of it being compromised/malicious. Honestly, it'd be best just to save files on the server unless they are trivial, in which case encrypting them is a bit of an exercise in futility, anyway Cute
I remember the first time my little brother used cheat engine with one of my first games. Cute

Anyone else have stories about family and your own games?

Pokemon Heart Gold, getting infinite cash on the emulator, or rather, on literally every RPG ever. Never liked to farm money. xD
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