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Telios

Member Since 23 Dec 2004
Offline Last Active Jul 08 2013 05:17 PM
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#4968203 md5+salt

Posted by Telios on 10 August 2012 - 03:22 PM

Por lo que tiene una contraseña y salt, y desea comprobar que es lo mismo que Joomla... sí?

o resultado que eu queria é este 4e9e4bcc5752d6f939aedb42408fd3aa:0vURRbyY8Ea0tlvnTFn7xcKpjTFyn0YT


OK. La primera parte es el hash, y la segunda parte es salt - probar esta:

private void CalculateHash(string password, string salt)
{
	byte[] data = System.Text.Encoding.ASCII.GetBytes(salt + value);
	data = System.Security.Cryptography.MD5.Create().ComputeHash(data);
	return BitConverter.ToString(data).Replace("-", "") + ":" + salt;
}

Funcionó? Estoy haciendo mi mejor esfuerzo Posted Image

[Edit]

También hay un ejemplo aquí para Joomla.


#4968139 md5+salt

Posted by Telios on 10 August 2012 - 10:52 AM

OK, tal vez español? Me gustaría poder hablar portugués Posted Image Necesitamos que nos diga exactamente cuál es el problema, y lo que los errores que está viendo. Está usando C#? Se puede calcular el hash?

También están diciendo que si su programa de "habla" directamente a la database entonces no será segura. Esto es importante, es posible que necesite un plugin para Joomla.


#4968087 md5+salt

Posted by Telios on 10 August 2012 - 08:29 AM

Landi20, what is your native language? Posted Image


#4967015 Unreal Engine... How did they do it?

Posted by Telios on 07 August 2012 - 08:16 AM

Hiya,

I've recently been shown a demo reel of the Unreal Engine 4 (clicky).

At the very end, while running around in the game world, the demonstrator changes some of the source code in Visual Studio. While he continues to run around the code is recompiled, and suddenly the changes take effect in the game world - without even restarting the simulation.

This struck me as pretty amazing (more so than the fancy graphics Posted Image) and I have no idea how they do it. Somehow they are able to replace running binary code in-memory, without the machine exploding. If anyone is interested, it starts around 9:45.

It's far beyond me to try and make anything like this but I'm fascinated - does anyone have an inkling how it works?


#4964866 Rapidly Repeating Sounds

Posted by Telios on 31 July 2012 - 08:17 AM

There is fmod. It's written in C++, but I remember seeing a C# wrapper in the SDK.

Best of luck.


#4964083 Virtual Interfaces for Implementation Hiding?

Posted by Telios on 28 July 2012 - 02:19 PM

Hiya,

I sometimes see people using pure virtual interfaces, especially at module boundaries, to hide implementation details and avoid introducing third-party SDKs into a large number of files.

Using interfaces also seems to complicate design in many cases, and I end up duplicating a large part of each class in separate interface and implementation files. It also seems like the header/source mechanism in C++ was never really designed to separate the interface completely, in the way that Java and C# do.

I'm just wondering what others do to reduce physical coupling and hide implementation details - interfaces? Perhaps the Pimpl/Bridge pattern? Or nothing?

Cheers!


#4955682 DirectX 9 or DirectX 11 ?

Posted by Telios on 04 July 2012 - 12:14 PM

Direct3D 9 supports Xbox360 and Windows XP, whereas D3D11 does not.

Direct3D 11 supports Windows Vista onwards only, but can run on earlier D3D9-level hardware using feature levels.

So the choice comes down to:
360 or XP support required? Use D3D9.
Otherwise use D3D11.

Hope that helps.

[Edit] The feature levels of D3D11 also mean there's also no reason to use D3D10 any more.


#4943754 Which do you prefer?

Posted by Telios on 27 May 2012 - 11:31 AM

Thanks for that! I think I'm leaning towards free functions too, but then I'd feel I need to make everything a free function for consistency. Some operations sit fine with me as const member functions - the dot product for example, or the determinant of a matrix. So I'll end up with:

float Vector3Dot(const Vector3& v1, const Vector3& v2);
Vector3 Vector3Normalise(const Vector3& v1);

float Matrix3x3Determinant(const Matrix3x3& m);
// etc...

I believe that's how D3DX and it's newer version (XNA Math?) do it. Another alternative is to use free functions which modify the instance passed in rather than return a new one. That way you only pay for a copy if you need it:

void Vector3Normalise(Vector3& v) { /*..*/ }

Vector3 v1;
// Modify the original - no copy.
Vector3Normalise(v1);
// Don't modify the original - copy.
Vector3 v2 = v1;
Vector3Normalise(v2);

Although such copies are unlikely to be a bottleneck.

...free function with the Correct spelling lol.


I'm not even gonna go there Posted Image


#4943720 Package files - Do we really need them for our game?

Posted by Telios on 27 May 2012 - 08:45 AM

It's also faster to read in multiple resources from a single file rather than individual files.


#4921393 Deferred Rendering & Compatability

Posted by Telios on 12 March 2012 - 10:37 AM

That's great, thanks for all the info. +1s for all :)

Intels from HD onward...


Brilliant, exactly what I need.


#4921133 New Browser MMO Dev

Posted by Telios on 11 March 2012 - 09:23 AM

I'd imagine discussions like this would go here: http://www.gamedev.net/forum/17-game-design/

Best of luck with your game.


#4912667 Database Persistence

Posted by Telios on 13 February 2012 - 12:01 PM

Hiya,

Are there any standard patterns for database object persistance I can look up?

Thanks :)


#4907477 Website/Portfolio Critique

Posted by Telios on 29 January 2012 - 05:57 PM

This is all just my opinion, so do what you will with it.

Does my splash page sound corny?
Are the fonts in my bio hard to read? If so, is this a big deal?


I like the idea. The font is a little difficult to read initially - maybe make it less bold or change it to something a bit more conventional.

Do you like the way I set up my bio, or do you think I should make it more professional?


For me, a bio/resume/cv should look professional. Maybe throw the info in some tables to space it out/line it up.

The fonts are unreadable on the 'About' page.

Is the expand/contract feature in my portfolio confusing/disorienting?


A little. If you're going to do it, maybe use some javascript to ease in/out or smooth scroll.

Does the emptiness on the bottom of the contact page bug you?


It made me focus on the text, so I'd say keep it.

Are there any major bugs visible with your browser and OS?
...


Fine here.

Will my portfolio be helpful in an internship search, or does it need more work?


I couldn't answer that, but I'd say it will only be useful for game-specific employment. I doubt a manager at BoA would appreciate what you're aiming for Posted Image

Additionally - for me, the multitude of colours are a little distracting. I'm all for being bright and colourful, but if there was more of a 'theme' going on I think it would benefit. The top links for example are a little difficult to see, and most of the fonts are different.

Better not to say anything is 'buggy'. It needs to show your best work, so maybe fix the problem instead.

Finally, it might be better to present your GD.net profile as an example of you're interest/dedication to games, but not as 'asking for help'. Not that asking for help is bad - but generally when looking at potential candidates, recruiters want to see what you can do as opposed to how many things you've asked.

All in all, the site gets the information across but possibly could benefit a little more professionalism. With no offence intended!

Hope that's helpful.

Best of luck.


#4904243 Perlin noise and procedural generation

Posted by Telios on 19 January 2012 - 05:28 AM

I'm not sure it uses perlin noise specifically, but is this similar to what you're after?

http://members.gamedev.net/vertexnormal/tutorial_randlev1.html

You could quantise the noise values into discrete bands, and assign each band a tileset - grass, rock, snow, lava. You could also need edge tiles, depending on the look you're going for.

Can you show an image of the noise you're generating?


#4893930 C++ circular dependency

Posted by Telios on 14 December 2011 - 12:31 PM

You can use forward declarations.

// GameEngine.h
#include "GUIManager.h"

class GameEngine { /* ... */ };

// GUIManager.h
#include "Button.h"

class GameEngine;
class Button;

class GUIManager { /* ... */ };

// Button.h
class GameEngine;
class Button;

class Button { /* ... */ };

// GUIManager.cpp
#include "GameEngine.h"

// Button.cpp
#include "GameEngine.h"

Although - maybe it's better to think about whether you really need a GameEngine class. And whether the GUIManager and Button really need to know about the entire engine.




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