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NLScotty

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  1. I did something like this for a project on uni. I will post some pseudo code here, I hope it helps Table Character { int CharacterID PRIMARY KEY,//More info depending on the game, int Gen, //More info depending on the game } Table Skill { int SkillID PRIMARY KEY, string Name //More info depending on the game } Table Item { int ItemId, string Name //More info depending on the game } Table SkillInstance { int CharacterID, int SkillID, int level //If you need this? //More info depending on the game FOREIGN KEY(CharacterID) REFERENCES Character(CharacterID), FOREIGN KEY(SkillID) REFERENCES Skill(SkillID) } Table Inventory { int InventoryID PRIMARY KEY, int CharacterID, int Size, //More info depending on the game FOREIGN KEY(CharacterID) REFERENCES Character(CharacterID) } Table ItemInstance { int InventoryID, int ItemId, int Spot, FOREIGN KEY(InventoryID) REFERENCES Inventory(InventoryID), FOREIGN KEY(ItemId) REFERENCES Item(ItemId) } I don't know if this is the best, but it works fairly well. We also had quite a high mark for it, so I am not sure if that means anything.
  2.   Well we would need a list of 'parts' you think of. It has camera's, pathfinding, drawing, loading meshes. What do you need? You still need to do stuff yourself of course, altough ue makes ur life 100000x easier.
  3. You could use UE4 for this. There is a nice youtube tutorial that handles most of the stuff you need to know.
  4. When  I used xamarin ide it crashes ALL the time. I would only pick it up again if it would give me pros, but I don't see any reason why I would drop VS2015, there is a lot of support on the internet for it and it has (almost?) everything I would ever need.
  5. Hi, I hope I could ask you something about Models/Meshes and SubMeshes. I am kinda confused by these 3 terms. From my understanding right now it works like this. struct SubMesh { VertexBuffer m_VB; IndexBuffer m_IB; MaterialPtr m_Material; Transform m_LocalPos; Transform m_WorldPos; } struct Mesh { std::vector<SubMeshes> m_SubMeshes; AnimationData m_AnimData; } struct Model { std::vector<Mesh> m_Meshes; Transform m_WorldPos; } I am kinda confused about this: What is the point of SubMeshes? You could just create more Meshes inside model? If each SubMesh has its own VBO and IBO(I use dx11 for now, but easy naming), drawing takes more time. You could have only 1 VBO in mesh and use that I guess? My VertexBuffer class saves the format that I specify when I create it. What part should be cached? The Model? The Mesh? The SubMesh? I guess the later 2 make most sense. My Vertexbuffer class looks now like this :  It is not done yet, because I am not sure yet about my Mode/Mesh/SubMesh design. Besides that, I guess a lot of info is missing for now, but it's just a start. enum class VertexAttributeType {     Position,     Color,     Reflectance,     TexCords,     Normal,     Tangent }; struct VertexAttribute {     VertexAttributeType Type;     std::size_t Arity; // Since it's always a float, but it could be float4, float 3 etcetc     VertexAttribute(VertexAttributeType Type, std::size_t Arity) :         Type(Type),         Arity(Arity)     {     } }; struct BufferFormat {     bool Interleaved; // If false, it only has 1 Attribute, this is when I want to update the Buffer.     std::vector<VertexAttribute> Attributes; }; struct SetupBuffer {     BufferFormat Format;     std::vector<float> Data; //It's always a float I guess }; class IVertexBuffer : public IBuffer { public:     virtual PResult Setup(SetupBuffer SetupInfo); protected:     IVertexBuffer();     virtual void CreateRaw() = 0; // Call to d3d11, but it makes it easier to add GL if I ever want to.     BufferFormat m_Format; }; I guess since a VB know it's format, I could play around the Mesh/SubMesh more, to make them use 1 VB, but the code becomes messier and messier that way.    
  6. There is no best language. Use the language you know.   C# is easier than C++, so C++ is harder.
  7. https://msdn.microsoft.com/nl-nl/library/windows/desktop/ms645565(v=vs.85).aspx   At dwFlags you are using RIDEV_NOLEGACY.
  8. I guess you could hook the dx function they use to set uniform variables (transformation) and change the transformation matrix to yours.
  9. If the parameter count is more variable then just 2, this might be very interesting for you : http://www.cplusplus.com/reference/cstdarg/va_list/ void f (int p, ...) { va_list v; va_start(v,p); for (i=0; i < p; i++) { int value = va_arg(v, int); //use value } va_end(v); }
  10. I once reversed a game that did this for movement of monsters (which is basically the same)   - Game loop - Loop through all monsters and if a monster moved, save this location in a list of some sort. - All monster possitions are updated and we've a list   Packet p; p.WriteInt(MonsterMovement.Size(); for(int i = 0; i < MonsterMovemnts.Size(); i++) {    // Add monster id, old x,y, new X ,y    // They send old x,y for 'cheaters' }   SendPacket(p);   I guess this is the best method for a RTS game to.
  11.   Where exactly do you plan on storing a CRC/MD5/etc hash that a modder can't also simply overwrite?     Depending on the game, you could xor X images, crc them, crc all those values to Y bytes. Send this value to the server and compare it. If it's an offline game, you could store it in a virtualized area, so it will be harder and most likely not worth it to reverse.
  12. You could use a crc check. Even when the images are loaded in memory, you could check it every x seconds.
  13. You could write parts of the memory you are using to a file, I doubt you need 2 gb of memory all the time. This is slower tho. Guess you could also write some kind of compresser for memory.