P-152: Virtual World Concept Update 31: Chunked Levels of Detail Using Quad Trees
I have returned to this project to implement the next step, which is optimisation of the rendering system. At the moment, all of the terrain vertices for the spherical terrain are being loaded into a single vertex buffer, and then rendered. This obviously leads to massive performance problems for even small terrains In order to […]
P-159: Steganographic Obfuscator: Update 2
After some more research, I have learned that the primary concept of this project is actually more or less impossible. The fatal flaw was in trying to find a single seed, which, when combined with a random number generator, would produce a specific string of integer values. If this was possible, then it would revolutionise […]
P-156: Update 18: Obfuscation/Copyright Protection
There are software programs out there called “Decompilers” which are designed to reverse engineer an executable and produce, ideally, the original source code in it’s entirety. There are also programs which are designed to search for string literals in an exe, and extract them. These programs are quite common, and can be surprisingly effective at […]
P-159: Steganographic Obfuscator
I wasn’t sure what to name this project for a while, I eventually settled on “Steganographic Obfuscator”, even though it is slightly redundant. This is a very quick concept test of an idea I had recently. I wanted to create a program capable of hiding a message within a message, purely using text. I didn’t […]
P-156: Update 17: Text Input Part 2
Text input is now working. I couldn’t find an “easy” way of getting text input working, so I had to add a toggle to the game code, to detect whether the player is allowed to enter text. When the player is in a text input mode, the keyboard input from the letter and number keys […]
P-156: Update 15: Text Input
I have been working on adding basic text input to this project, and it is turning out to be surprisingly difficult. I know that I can use glfwGetKey() to get a specific key, such as: if (glfwGetKey(window, GLFW_KEY_UP ) == GLFW_PRESS), however, I had some issues figuring out how to accept a text string from the […]
P-156: Update 14: Level Design, Level Builder
This week I spent most of my time working on the level building tools for this project. I have created a relatively complex object-based system, where each object contains a model file, a scale, a position, and various pieces of additional information. The objects are then stored in a list, and elements of this list […]
P156: Phoenix Engine Update 13: Texturing Part 2
After quite a lot of work, I have managed to implement texturing in this project. I had to fix numerous bugs, and again deal with the OpenGL state machine, but eventually I did implement the texturing. Meshes can have submeshes, and objects can have multiple textures per file. I have not tested complex effects, such […]
