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Messages - Josh @ Dreamland

General ENIGMA / Re: Simplified means to install Enigma on Ubuntu?
« on: May 07, 2013, 04:27:19 PM »
Debs aren't that hard to make; part of the issue is that ENIGMA doesn't get installed to /usr/bin, it goes in ~/, which isn't very conventional. I also don't really plan to change that, for a number of reasons. Now, we could just install it to /usr/bin/enigma and chmod 777 the thing, but that's a bit of a security hole.

Another note is that I would like the server to build the debs, not the software. And then there's the question of what we pack in the debs. The latest stable? The latest revision? The code to check out the latest revision (and so depend on git as well)?

I think a little better organization in the Wiki would do the project well. Why can't the Wiki say what Ideka just said?

General ENIGMA / Re: Critical Change, Function Renaming
« on: May 07, 2013, 10:55:39 AM »
if you think that 3D models should be used in 2D, then I suppose we can define draw_model_* to d3d_model_*. I am completely opposed to model_ as a namespace, or poly_ as a namespace. draw_polygon* or d2d_polygon*. The drawing functions are presently divided into two namespaces, draw_ and d3d_. As I said, I'm not opposed to a d2d_, but aside from that, stick to draw_ or d3d_.

General ENIGMA / Re: Critical Change, Function Renaming
« on: May 06, 2013, 12:39:04 AM »
By convention, functions meant to be used exclusively in 3D are given the d3d_ prefix. Some of those functions are still applicable for drawing in 2D, such as d3d_transform_*, but there is no reason to lose it for the model functions. I am fine with draw_ being the dimensionality-agnostic drawing namespace, d3d_ (shorthand for draw_3d_) being the 3D drawing namespace, and d2d_ being the 2D drawing namespace, in case someone wants to add wrappers for d2d_model, or whatever.

It might be wise to make certain that for all possible graphics systems, 2D and 3D drawing will both utilize transformation matrices that the user can easily manipulate.

General ENIGMA / Re: CG Shader Compiler
« on: May 03, 2013, 08:14:03 PM »
I see no problem here. The only thing developers should be weary of is a set of standards for listing shader parameters. Eg, which shader scripts need how many textures, point lights, directional lights, etc.

Announcements / Re: https (Browser security)
« on: May 03, 2013, 05:40:53 PM »
Let me clarify a few points

  • Once your password makes it to our server, it is safe, but it is not stored. Our server only handles your password long enough to screw it up. The server screws it up in two, highly methodical ways, so that two different passwords will not look the same after being screwed up. The screwed up password is what we store on our server. It would take a lot of processing power to get the original password back from the screwed up version, but it only takes a little processing power to do the screwing up. Hence, your password can be checked, but not retrieved.
  • Our server doesn't necessarily tell your computer how to encrypt your data, it just tells it to encrypt it using a special number. The number is special because it was generated as a pair with another number. You can encrypt a message using the number we give you, but you can't decrypt it. No one can except the server. So, other people could send messages to the server pretending to be you, but since only you know your password, they would not succeed. However, if someone pretended to be ENIGMA's server, and they gave you a bogus number, your computer would encrypt your password with their number, and they'd be the only ones who could decrypt it. Then they'd have your password. That's why self-signing is bad. Adding a third party to verify a certificate is valid allows you to ensure that you have the correct number, with which it is safe to encrypt your password.

Thus, self-signed certificates aren't perfect, but they're still better than nothing, because now the hacker actually has to do more than monitor packets going through his server or access point. He'd have to intercept ENIGMA's certificate and replace it with his own, bogus one, and get your computer to use it instead of the real one. So, by all means, use https for logging in. Just do so with awareness of why Firefox is bitching that the connection is not trusted.

All of this, of course, raises profound questions as to why the fuck we don't just distribute a public key to everyone, have them sign their password with it, then just decrypt the bitch before hashing it. If there is a good answer to that question, then by God, I don't know it.

Issues Help Desk / Re: Bug with the forum, possibly?
« on: May 03, 2013, 03:18:54 PM »
You need to check the "Save a copy in my outbox" option to see them there. I'm not sure why it takes so long to send; we'll be upgrading the forum software in the near future, so the problem should go away with that. We'll see.

General ENIGMA / Re: New logo
« on: May 02, 2013, 11:59:53 PM »
Ace: Stop encouraging them.

Robert: Polyfuck was making fun of you because it was unclear you were making fun of Yoyo.

General ENIGMA / Re: DirectX Graphics System Port *Forthevin*
« on: May 02, 2013, 09:19:57 AM »
DirectX will provide more native support for things for which GL needs extensions. Half our userbase won't be able to use OGL framebuffer objects, even though they can use DirectX render targets. Same mechanism, different name; Intel only supports the Microshit naming scheme. After all, why bother adding support for querying a GL capability that's exactly the same as an MS one, if no one's paying you for the GL version?

That said, DX really is an endeavor worth pursuing. It's the "correct" graphics library on Windows.

We have twice as many rules at half the size or less.


Number of words in a2h's rules: 410
Number of words in Robert's "condensed" rules: 560
Number of bold, red typeface words in a2h's rules: 0
Number of bold, red typeface words in Robert's "less-naziish" rules: 17
Number of (unquoted) exclamation points in a2h's rules: 0
Number of (unquoted) exclamation points in Robert's "less-naziish" rules: 2

I think you failed.

No. Those aren't updated because Ism only checks for function names once.

General ENIGMA / Re: Where to put the commit feed?
« on: April 29, 2013, 12:55:24 PM »
It's still there, even with the latest CSS.

General ENIGMA / Re: DirectX Graphics Port
« on: April 29, 2013, 12:38:10 PM »
A newer MinGW is always better, if it actually works with ENIGMA. You won't get the SDK to compile in MinGW, anyway. It uses a thousand nonsensical Microshit extensions to C++. Because that's how good they are at coding in proper C++.

General ENIGMA / Re: Where to put the commit feed?
« on: April 28, 2013, 10:23:13 PM »
The purpose of the ticker is to show that something has changed. In a version control system, change implies progress. Progress implies better features. Better features imply better reason to stick around. It's more so users can see something has changed than so they know exactly what the latest commit is.

When in doubt, use grep:

Code: [Select]
josh@dreamland:~$ cd Projects/ENIGMA
josh@dreamland:~/Projects/ENIGMA$ grep -nr "cd Platforms/Android/EnigmaAndroidGame/jni && /Users/alasdairmorrison/Documents/AndroidSDK/crystax/ndk-build" .
./ENIGMAsystem/SHELL/Makefiles/MacOSX/Android/Makefile:3: cd Platforms/Android/EnigmaAndroidGame/jni && /Users/alasdairmorrison/Documents/AndroidSDK/crystax/ndk-build

The file you want is ENIGMAsystem/SHELL/Makefiles/MacOSX/Android/Makefile. Apparently, it's also used in Linux, or his documentation is incomplete. Could be either.

No one has attempted to compile for Android in quite some time; it's sort of on the back burner.