Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

201 Neutral

About damix911

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ashaman73, lTyl, bschmidt1962, thank you for your help; I'm happy to hear that it is a little bit of a secondary problem.
  2. Hello KurtO, just so you know (because it is actually a little counter-intuitive) your 8-series card may support compute shaders, even though with some limitations. So you may want to give them a try, they could be useful to achieve some smoothing effects. You can refer to this thread for more info on this topic. http://www.gamedev.net/topic/582066-the-question-about-directcompute-and-opencl/ Basically as Asesh said the DirectX 11 API can be used to program DirectX 10 and even DirectX 9 hardware, but all the features you use must be available on that hardware, so DirectX 11 adds nohing in terms of functionality to these cards except compute shaders, which actually work (I used to program them on my G210, DirectX 10 card).
  3. Let's say John is: a developer and he wrote a cross-platform networking library for MMORPG; or maybe he's a graphic artist and he designed, modeled, textured and rigged a game character; or maybe he's a musician and he composed a theme and recorded it as MP3. Now let's say he released his work under some free licence, which basically allow people to use his work free of charge in their projects, provided that they are ad-free and are not distributed via a smartphone market like App Store, Google Play or Windows Marketplace; instead he just wants to be acknowledged in the credits or in the about box of the application. He also plans to provide a commercial licence, including some form of support, for people intending to sell their products via one of the aforementioned stores; in this case John wants to charge them, in some way. Question 1) How can John check if his stuff is being used by people who didn't buy a commercial license? It's probably impossible to detect all unauthorized usages, but maybe it is possible to design a system that automatically crawls the stores and performs some sort of analysis on the top-selling games. Question 2) Are there systems like this in operation today? Question 3) Do they take the form of a single web-crawler/analyzer? Question 4) Or do they require the embedding of user/application specific information into the licensed content, possibly using a cryptographic authentication scheme? Question 5) Should the content be delivered to the client in encrypted form? Question 6) Are watermarking techniques useful for detecting unauthorized use of image and audio content in games? Question 7) Is it reasonable to embed in a library an authentication routine that requires an Internet connection to John's servers? (I think it's not) After you suspect that someone stole your content, I guess the next step is calling a lawyer, and if you are really sure, suing the offending developer/publisher. Thank you for your help. Have a nice day. Dario
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!