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About overflowed_

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  1. encryption

    One small problem for the MITM with using the model describe in the Wikipedia article. The certificates (public keys) the MITM sends to the client wouldn't be signed by any CA, or if they were, wouldn't have the right information in them (assuming the CA is properly verifying identity before issuing signed certificates). With fenghus' model (note there's no public key sent from the server to the client) the communication is even less reliable, because the server never establishes its identity, and it would be nigh impossible to give each client a unique, digitally signed, secure, key, making the MITM attack completely invisible to either side. >Client sends RSA public key *MITM intercepts key, sends its own in place >Server receives MITM's public key, sends symmetric encryption key to MITM *MITM sends its own random symmetric encryption to client >Client uses Symmetric key from MITM *MITM begins watching encrypted connection You'd be much safer using a CA signed certificate for the server, rather than the client. From the MITM standpoint it's the same, but with a signed cert the client will atleast be able to see that the cert it's receiving isn't the right one.
  2. How to write (kinda) spyware

    Quote: Do you think WGA validation should lead to general arrest of everyone at Microsoft? No, but we can dream can't we? As for your question, it's not spyware if it's openly disclosed. It's an authentication program. However, if you're worried about users sharing their usernames and passwords, what's to prevent them from spreading around the program as well? Or even making a program that spoofs the data that is sent to your servers? Anything you can think up, someone can find a way around. And AP, please don't flame. It's not spyware, so you have nothing to be upset about. -overflowed_
  3. Collision detection for 3D objects

    Actually, you just described a real collision detection. It's just a very specific type (ie: cylindrical object on walls). If the walls are all straight, you'll want to use the line equation, and find the nearest point on the wall(s), then see if (x2-x1)(x2-x1) + (z2-z1)(z2-z1) is more than the square of the radius of your "flat n' round" object (ie: r*r). Doing so, you don't have to use square root, and your detection will be considerably faster.
  4. Linked error(s)

    You forgot to include the DirectX libraries
  5. Linked Lists for Particles

    you've named your struct the same thing as your CSprite object
  6. Call glLoadIdentity() after switching to ortho mode each frame. You're using the matrix from the previous frame.
  7. blending question

    Make sure you call glColor3f(1,0,0) before rendering the texture to color it. It doesn't involve blending. deavik is right about the GL_LINEAR, but make sure it you specify it for GL_TEXTURE_MIN_FILTER. Also try GL_LINEAR_MIPMAP_NEAREST if you're using mipmaps. As for the bmp's, I'm fairly sure they do support alpha channels, but I don't believe MSPaint does. I would suggest just using TGAs or something similiar. NeHe has tutorials on how to load compressed and uncompressed TGA's.
  8. Mousepos in a 2D scene?

    Look up gluProject and gluUnProject.
  9. Particle engine blending

    You're probably rendering your test quads (the red and white triangles) after your particle's. Try rendering it before hand. Eh, on second look, disregard that.
  10. Photoshop-like masks

    Include an alpha channel in your image and use that.
  11. Is this true????

    Thanks for the great representation of Canadian intelligence! Have a nice day!
  12. My Game - The Great Smiley Migration

    Very nice game man. I would recommend a setting to let players jump ahead a few levels so they don't have to play the really slow stuff. By the way, 2155 first try.
  13. Check out the Half-life mod Natural Selection (Site's down at the moment). It's a Marines vs Aliens combat, with a commander on the marine team. They've dealt with a lot of the problems you will encounter with an FPS/RTS hybrid setup, and it's a fairly decent game. As for the griefer comm, they have a "vote to eject commander" option for the rest of the marines, which seems to work fairly nicely.
  14. From HiPoly to LowPoly models

    No way of doing this, eh? And as you lower the number of polys, jagged edges become nearly impossible to get rid of entirely.
  15. How do you do this?

    Before you get flamed and/or rated down (more so), check http://www.gamedev.net/reference/start_here/.