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Member Since 18 Dec 2002
Online Last Active Today, 10:01 AM

#5245389 encryption http data transfer between unity and asp.net server

Posted by Nik02 on 10 August 2015 - 01:39 AM

The only difference between self-signed and purchased certificates is that the latter has a chain of trust established. This means that the clients can trust your server identity without asking the user, as a trusted party has signed your certificate and therefore it can be assumed that it hasn't been tampered with. The actual encryption algorithm(s) and cryptographic strength is exactly same whether you self-sign your certificate or purchase the signature for it.


SSL/TLS by itself does not do anything that would render it incompatible with URL rewriting. That said, you need to be careful about the protocol prefix and/or the port, if your system uses them somehow. HTTP default port is 80, while HTTPS is 443 (although almost all servers can be configured to listen to different ports regardless of the protocol). For example, if you hard-code some resource paths with the absolute URL, note the small but real difference between http://something/example.jpg and https://something/example.jpg :)


Domain name is used with verifying the certificate owner's identity, along with the signature trust. A SSL client is free to choose to ignore the protection that the domain name association gives (for example, common browsers will let you proceed even if there is no match), but this would also cause the effective security and manageability of the system to decrease.


For development, self-signed certs are ok because developers can of course trust a certificate they themselves created. But the chain of trust is very important when giving access to other people, so purchased signatures are the way to go when you publish.

#5238141 How to run a DX8 application on windows 7 64-bit

Posted by Nik02 on 03 July 2015 - 02:25 AM

VB6 and D3d interop was provided as a separate ActiveX dll. Said dll needs to be present in the target system.

I'm surprised that you can actually run the VB6 IDE itself in 64bit Windows, as it suffered significant compatibility issues the last time I tried it.

#5237635 Fading texture

Posted by Nik02 on 30 June 2015 - 01:39 AM

You are probably not filling the mipmap chain of the texture.

#5237453 What is the easiest way to show effects(ice, fire, thunder, etc...) in direct...

Posted by Nik02 on 29 June 2015 - 03:45 AM

Effects, especially realistic ones, are hard to do from scratch; there is no way around that. Usually, the effects you listed are implemented as a creative mix of billboards, particles, shaders and textures.


However, engines like Unreal already implement most of the effects you listed. Ask yourself, are you writing a game or a game engine?

#5233580 NEGATIVE SCALE - the eyes follow you!

Posted by Nik02 on 08 June 2015 - 12:30 PM

1: Make a horror game

2: Profit

#5232349 VB.net limitation question

Posted by Nik02 on 02 June 2015 - 04:57 AM

VB.net and C# essentially compile to same intermediate code, so for most applications there is no discernible performance difference.


However, VB.net lacks language facilities for "unsafe" code, which allows C# to use pointer manipulation and dereferencing for high-performance memory access.


Direct pointer manipulation and dereferencing are very useful features when you manually manipulate large arrays of data, such as pixels of an image. VB requires you to marshal such operations (essentially performing redundant copies of the data) to get the same access, which will slow things down.


If you mainly load your graphics from image files, then the loader and renderer already implement the high-performance logic so you don't have to worry about it.

#5231933 I want to write code for the PS2, because it's old.

Posted by Nik02 on 31 May 2015 - 02:13 AM

Why didn't you make a backup of your code back then?


The game itself looks like a version of Asteroids; this is a simple game that can be programmed over a week (or even a weekend) if you know your way around the target platform.


PS2 is very exotic for most of the indie programmers, since the official devkit required that you be a registered developer (and that required that you have a trackrecord of several games as well as a stable financed company).


If you want the maximum amount of people to be able to run your stuff, Win32 is still a very good platform. You can compile executables that run without any modifications from Windows 2000 (and even earlier) to the yet unreleased Windows 10, although supporting the old stuff limits you to old, now unsupported and/or deprecated features and runtimes. Windows 7 is a good legacy target nowadays.

#5230361 Hosting providers for ASP.NET 5 / MVC applications

Posted by Nik02 on 22 May 2015 - 12:14 AM

The basic tier SQL Azure database is about 4 dollars per month, and gives you 2GB of capacity. The next tier, S0, gives 250GB for about 12 dollars per month.


The basic website plan is free, but you can't bind custom domains (and therefore SSL) to the free tier. The next tier, "shared", is about 10 dollars per month, and does allow custom domains but is still on a shared machine (as in your own VM instance, but on a shared physical machine).


As your traffic grows, you should have a revenue plan (such as advertising) that would cover the scale-up costs.


For a starting website, the prices for Azure are very reasonable, considering that you don't have the obligation to insert Microsoft's advertisements on your site, even on the free plan. The only thing that tells the visitors of the free plan site that it is hosted in Azure, is the domain name that always ends with "azurewebsites.net" (for example, mysite.azurewebsites.net). You can use your custom domain with the cheapest paid plan ($10).


Also, as we said earlier, if you can store your data in a flat table storage, Azure table storage would be the cheapest solution. It is very powerful and scalable, but does not support SQL specifically, nor does it have built-in relational capabilities. The table storage is priced per actual usage, and scales seamlessly when your data grows. Table storage also has very high performance as it is optimized for the Azure storage architecture.


A new database option, DocumentDB, is also now generally available; it stores records as JSON blobs, and you can perform SQL queries against the data even though no schema is required for the data itself. DocumentDB is also cheaper than the SQL Server or SQL Azure.

#5229760 Best mobile ID, framework to use for online game's database

Posted by Nik02 on 18 May 2015 - 11:06 PM



External authentication/authorization systems (as implemented by Facebook, Live, Google and several others) typically work as follows:

1: user requests access to a secured service

2: service redirects user to auth provider's login window

3: auth provider gives a security token (a temporary key of sorts) to client and redirects client back to the secured service

4: client passes the security token to the secured service as proof of identity (and feature authorization)

5: secure service verifies the token so as to ensure that the user did not generate it by him/herself, that it has not expired, and whatnot

6: at secure service, if token is successfully verified and token contains necessary claims (facts about the user), then proceed with secured functionality


Again, typically, one of the claims of the token is the user id given by the authentication service. This id, along with the auth provider id, is what you'd store (at the very least) in your own authorized user database. You can also typically get the user name from one of the claims of the token.


Do note that your application ("secure service" in the preceding list) needs to be registered to the auth provider so that they can generate tokens that are uniquely usable by your application only. If this step were to be omitted, any token issued by the provider (think many other applications) could be used to authorize access to your application, which is usually highly undesirable.




If you're on Windows Server, try out Entity Framework (for database abstraction) and Identity Framework (for convenient access token handling). Others can probably give recommendations for other server platforms.

#5222856 c++ and Excel?

Posted by Nik02 on 12 April 2015 - 10:29 PM

I once worked in a project in which engineering data was stored and manipulated in "live" Excel sheets for the same reason as in braindigitalis' example - the mechanical engineers and physicists that used the program were not so good at programming, but could handle the spreadsheets just fine :) 

#5222574 c++ and Excel?

Posted by Nik02 on 11 April 2015 - 03:35 AM

Excel does cache calculated values with the cell entities, but I agree: Csv or similar would probably work better in this case.

#5222551 c++ and Excel?

Posted by Nik02 on 10 April 2015 - 10:48 PM

The xlsx format is not impossible to work with either. It is effectively a zip file that contains XML files (and media) that describe the document contents.


The format is not as trivial to read as a flat file, though. One of the reasons for the complexity is that you have a "shared string" table which is used to look up strings for the cell values. The values of cells that have a type of "s" need to be looked up from said table using an ordinal number stored with the cell.


All this means that you can't simply enumerate over the sheets like flat records. Which is what a format like CSV trivially enables.

#5222550 c++ and Excel?

Posted by Nik02 on 10 April 2015 - 10:28 PM

It is also possible to create a custom exporter for Excel, if csv doesn't cut it for some reason.


Office plugin development can now be done for free - first, download the Visual Studio 2013 Community Edition, and then the Office Tools for VS 2013.


That said, the CSV way is somewhat easier if it fits your needs :)

#5221773 Following a path saved in svg format

Posted by Nik02 on 06 April 2015 - 11:33 PM

The SVG specification details what the path data means.


Essentially, your data as of now does the following:

  • M [223.6,308.9] sets the start point of the first curve.
  • Given that the start point is already set by M, c [159.6,11.7],[136.2,111.7],[159.6,11.7] give the control points and the end point of the first curve, in that order.
  • Since there are no second "M" here, the second curve starts from where the first ends.
  • c [23.4,-100],[169.1,5.3],[169.1,5.3] specify the second curve's control points and end point.



  • Lowercase "c" means that the coordinates are relative to the start point of the current curve, while uppercase "C" would mean absolute canvas coordinates.
  • Since the second curve's second control point and the end point are the same point, the curve may not look like a typical cubic Bezier segment. The curve parameter would effectively seem to "slow down" towards the end here.

#5221184 C\C++ - win32: how create regions by images?

Posted by Nik02 on 03 April 2015 - 01:57 PM

Regions are not designed to work per-pixel to begin with.


Have you tried layered windows?