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Member Since 03 Apr 2009
Offline Last Active Jun 11 2014 09:51 AM

Posts I've Made

In Topic: GLFW/GLUT/GLU ... whats the best?

11 May 2014 - 09:53 AM

as for tutorials, id recommend www.open.gl, its one of the best tutorials out there for OpenGL 3.x/4 imho


if youre going for 3.x/4, all the "GLU, GLUT" thingies youll need are


GLEW (GL extension wrangler library) - will give you access to all the OpenGL functions you need


and a library that creates the context for you (i.e. opens a window for you to draw in, handles input for you, etc.)

GLFW and SDL would be my recommendations, SDL offers a little more extra functionality like networking/sound/image loading, GLFW is just context creation and input handling, youll have to load textures yourself or use another library for that (like SOIL)

In Topic: Alternative to glFramebufferTexture for OpenGL version 3.1

11 May 2014 - 07:50 AM

why not use glFramebufferTexture1D/2D/3D instead?

In Topic: expected template ambiguity

22 May 2013 - 05:52 PM

wow that was fast.

article explains everything... holy **** thats complicated :D

thanks for helping

In Topic: Developering an anticheat for a game

24 December 2012 - 05:19 PM

well having written some hacks for multiplayer games like QuakeLive or Call of Duty 4, i think the best way is to check critical functions in the graphics API that could be hooked and used for hacks. obviously you should also check the functions in your own code.

punkbuster seems to only scan the first bytes of DrawIndexedPrimitive for example and you can easily circumvent that by doing a hook mid-function, so thats a mistake you dont want to make ;)

you might also set some breakpoints on read access to critical structures (for example player positions)
however i dont know if this would be possible in real time.

another way is to check all 3rd party modules for signaturs of known hacks (i think most anticheats rely a lot on this).


if you like a challenge, you can also try to write some kind of intelligent cheat detection code that detects if a piece of code accesses data it shouldnt access (your games internal data)


those are just ideas though, ive never done anything like this

In Topic: experminental shader extensions

15 September 2011 - 01:44 PM

i once used geometry shaders on 2.1 drivers through glewExperimental