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Topics - JeGX

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21
This is chapter XIII(b) from “beta” Volume 2 of the upcoming book “Development&Deployment of Multiplayer Online Games”, which is currently being beta-tested.

Quote
There are quite a few common wisdoms when it comes to C++ and games. As it always the case when facing a bunch of common wisdoms, some of them have their merits, some are obsolete-beyond-belief, and some are just taken from a very different context and are not really applicable. Let’s take a look at the most popular ones.

Link:
- http://ithare.com/c-performance-common-wisdoms-and-common-wisdoms/

22
x64dbg is a x64/x32 debugger that is currently in active development.

The debugger (currently) has three parts:
- DBG
- GUI
- Bridge

DBG is the debugging part of the debugger. It handles debugging (using TitanEngine) and will provide data for the GUI.

GUI is the graphical part of the debugger. It is built on top of Qt and it provides the user interaction.

Bridge is the communication library for the DBG and GUI part (and maybe in the future more parts). The bridge can be used to work on new features, without having to update the code of the other parts.

Features:
    Open-source
    Intuitive and familiar, yet new user interface
    C-like expression parser
    Full-featured debugging of DLL and EXE files (TitanEngine)
    IDA-like sidebar with jump arrows
    IDA-like instruction token highlighter (highlight registers etc.)
    Memory map
    Symbol view
    Thread view
    Content-sensitive register view
    Fully customizable color scheme
    Dynamically recognize modules and strings
    Import reconstructor integrated (Scylla)
    Fast disassembler (capstone)
    User database (JSON) for comments, labels, bookmarks etc.
    Plugin support with growing API
    Extendable, debuggable scripting language for automation
    Multi-datatype memory dump
    Basic debug symbol (PDB) support
    Dynamic stack view
    Built-in assembler (XEDParse)
    View your patches and save them to disk
    Built-in hex editor
    Find patterns in memory



Links:
- http://x64dbg.com
- https://github.com/x64dbg/x64dbg

23
Quote
The M/o/Vfuscator (short 'o', sounds like "mobfuscator") compiles programs into "mov" instructions, and only "mov" instructions. Arithmetic, comparisons, jumps, function calls, and everything else a program needs are all performed through mov operations; there is no self-modifying code, no transport-triggered calculation, and no other form of non-mov cheating.

Links:
- https://github.com/xoreaxeaxeax/movfuscator/




The SUBfuscator post-processor - translates M/o/Vfuscated C into only sub instructions:
- https://github.com/xoreaxeaxeax/movfuscator/blob/master/post/sub.py

24
English forum / kx framework for OpenGL and Vulkan demos
« on: June 04, 2016, 05:10:46 PM »
kx is a new Lua framework for GeeXLab that provides useful functions for your OpenGL / Vulkan demos. In this first version, the main functionality is to display statistics (framerate, frame time, GPU load, etc.)

http://www.geeks3d.com/hacklab/20160604/kx-framework-lua-for-opengl-and-vulkan-demos/

The latest code sample pack contains demos that have been updated with this framework (see the code sample pack changelog for more info).

An empty demo with the kx framework:


25
English forum / How to use the gh_font module in Lua (and Python)
« on: June 04, 2016, 03:53:25 PM »
Here is an article that explains how to use the gh_font module to load True Type Fonts and display 2D texts:

http://www.geeks3d.com/hacklab/20160604/gh_font-true-type-font-module-lua-and-python/




26
English forum / GeeXLab 0.12.1 released
« on: June 04, 2016, 03:24:16 PM »
A new version of GeeXLab has been released for Windows platforms (32 and 64-bit).

More information:
http://www.geeks3d.com/hacklab/20160604/geexlab-0-12-1-released-for-windows-32-64-bit/

Downloads:
http://www.geeks3d.com/geexlab/downloads/

27
Quote
AnyPixel.js is an open source software and hardware library created here at Google, making it possible to use the web to create big, unusual, interactive displays out of all kinds of things. Anyone can take the code and the schematics to create their own display at any scale or level of expertise.

Links:
- Homepage: http://googlecreativelab.github.io/anypixel/
- Github: https://github.com/googlecreativelab/anypixel
- Youtube: https://www.youtube.com/watch?v=58pxJ8z1Vow

28
3D-Tech News Around The Web / ASUS ROG Avalon: Modular Gaming PC
« on: May 31, 2016, 07:08:34 PM »
ASUS has unveiled at Computex 2016 its concept of modular and nearly cable-free gaming PC: Avalon

Links:
- ROG Avalon concept gives a glimpse into the future of cable-free PCs

-Asus shows off spectacularly modular gaming PC











29
3D-Tech News Around The Web / Quake 2 Realtime GPU Pathtracer
« on: May 31, 2016, 12:18:33 PM »
Quote
This is a from-scratch GPU-based pathtracer created specifically for Quake 2. It has several optimisations which are only viable due to the typical characteristics of Quake 2 such as support for parallogram-shaped lightsources, BSP ray traversal, and special handling of sky 'surfaces' (portals). It doesn't officially have a name, but you can call it Raylgun.

Links:
- http://amietia.com/q2pt.html
- https://github.com/eddbiddulph/yquake2/tree/pathtracing
- https://www.youtube.com/watch?v=VjTlYY-isho


30
3D-Tech News Around The Web / Tor Browser 6.0 released
« on: May 31, 2016, 12:12:18 PM »
Quote
The Tor software protects you by bouncing your communications around a distributed network of relays run by volunteers all around the world: it prevents somebody watching your Internet connection from learning what sites you visit, it prevents the sites you visit from learning your physical location, and it lets you access sites which are blocked.

The Tor Browser lets you use Tor on Windows, Mac OS X, or Linux without needing to install any software. It can run off a USB flash drive, comes with a pre-configured web browser to protect your anonymity, and is self-contained (portable).

Complete story:
https://blog.torproject.org/blog/tor-browser-60-released

Downloads:
https://www.torproject.org/download/download.html.en

31
English forum / GeeXLab 0.12.0 released
« on: May 31, 2016, 11:42:30 AM »
GeeXLab 0.12.0.0 has been released for Windows 32 and 64-bit.

Complete story:
http://www.geeks3d.com/hacklab/20160531/geexlab-0-12-0-0-released-for-windows/

Downloads:
http://www.geeks3d.com/geexlab/downloads/

32
Here are some specifications/speculations from wccftech about the real Pascal GPU for gamers:

- GeForce GTX 1080 Ti
- GPU: GP102
- cores: 3840 (60SMs)
- memory size: 16GB of GDDR5X
- TDP: 250W

Source: http://wccftech.com/nvidia-gtx-1080-ti-pascal-gp102/

33
English forum / Shadertoy demos in Vulkan
« on: May 25, 2016, 04:07:16 PM »
For testing how Vulkan plugin works (especially the GLSL to SPIRV converter tool) with more complex shaders, I ported this shadertoy demo to GeeXLab / Vulkan.

No particular surprise, everything worked as expected.

This demo will be available in the next update of the code sample pack.




34
According to this comparative table, the upcoming GTX 1070 with its 1920 CUDA cores is faster (ok by a very small margin) than the GTX Titan X that packs 3072 CUDA cores.



Source: http://videocardz.com/60163/nvidia-releases-full-geforce-gtx-1070-specifications-and-first-benchmarks


35
Rok Erjavec, Technical Director at Crytek, in an interview with DSOGaming:

Quote
Q: DSOGaming: Does CRYENGINE support Vulkan and have you experimented with it? If you had to choose one, would you go with DX12 or Vulkan?

A: Rok Erjavec: The current trajectory of Vulkan provides a path to reach PC users across all the widely used OS platforms, including legacy Windows versions, as well as mobile devices, so if I was shipping a title in 2017 or beyond, Vulkan looks like an appealing choice.

Full interview: http://www.dsogaming.com/interviews/crytek-dx12-vulkan-async-compute-global-illumination-ray-tracing-physically-based-rendering-e3-demos/

36
Linux 4.5 contains over 21 million lines of code. Around 4,000 developers and at least 440 different companies contribute to the kernel. There are over 10,800 lines of code added, 5,300 lines of code removed and over 1,875 lines of code modified. Every. Single. Day. That amounts to over 8 changes per second.

Link: http://www.cio.com/article/3069529/linux/linux-is-the-largest-software-development-project-on-the-planet-greg-kroah-hartman.html

37
FireRays is ray intersection acceleration library provided by AMD which makes the most of AMD hardware and allows for efficient ray queries independently of the generation of underlying AMD hardware.

Quote
After the success of the first version, FireRays is moving to another major milestone. We are open sourcing the entire library which allows complete integration and contribution from the entire developer community to bring improvements in the rendering world. In fact FireRays 2.0 brings support for Windows, OSX, Linux, AMD, NV, Intel GPUs and CPUs with many back-ends.

Links:
- https://github.com/GPUOpen-LibrariesAndSDKs/FireRays_SDK 
- http://gpuopen.com/firerays-2-0-open-sourcing-and-customizing-ray-tracing/
 


38
3D-Tech News Around The Web / AMD Compressonator is now Open Source
« on: May 13, 2016, 09:43:31 AM »
Compressonator is a set of tools for compressing textures (ASTC, ATC, ATInN, BCn, ETCn, DXTn and swizzled DXTn formats) and creating mip-map levels.

Compressonator is a set of tools to allow artists and developers to more easily work with compressed assets and easily visualize the quality impact of various compression technologies.  It consists of a GUI application, a command line application and an SDK for easy integration into a developer toolchain.

Quote
We are very pleased to be announcing that AMD is open-sourcing one of our most popular tools and SDKs.  Compressonator (previously released as AMD Compress on our Developer Central site ) is now available on GPUOpen.

You will get access to:

- GUI Tool source
- Command line Tool source
- Compress SDK source
- All Common Code used for the SDK, GUI and Command line.

Links:
- http://gpuopen.com/compressonator-is-going-open-source/
- http://gpuopen.com/gaming-product/compressonator/
- https://github.com/GPUOpen-Tools/Compressonator

39
English forum / How to Run a Vulkan Demo on a Particular GPU
« on: May 12, 2016, 01:19:44 PM »
Here is an article that explains how to run a Vulkan demo on particular GPU:

http://www.geeks3d.com/hacklab/20160511/how-to-run-a-vulkan-or-direct3d-12-demo-on-a-particular-gpu/


40
English forum / GeeXLab 0.11.0.x released
« on: May 12, 2016, 01:17:33 PM »

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