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Results for "Author: john ripper"

5_2007-2008 #189454
A 3DvbBlurMotion [Updated. 5 times faster]

BlurMotion its in *Pure VB*, but runs faster,faster on my K6-2 350Mhz, with 16 Mb Voodoo card, so imagine on Pentium IV or Athlon 2000 Mhz with ATI or nVidia card! xD. See screenShot to believe me. This source its a modification of 3DvbROT (see CodeId:43292). There is a flag to run the source at fullscreen mode (320x240 at 16 bpp). Use the keys Z,X or Y to change speed rotation. I included a short "howto" txt file if you want to make your own meshes. Reports will be apreciated. Enjoy it! *** UPDATED *** Thanks for this optimizations to Carles P.V. Give him all medals! hehehe! :-) -Adjusted min. and max values for X and Y -Big blur motion scene (x:1-318, y:1-238) -Calc3DRotations simplified -Updated Proyect3D -Removed border-Image -New DrawLine (Bresenham) with checking points out of array "scene" -Enable optimizations on Compiler options Results: 5 times faster renderings

5_2007-2008 #189455
Raster Fonts (uploaded code)

Basic routine to draw raster text. See screen shot. Enjoy. Reports wil be aprecciated.x

5_2007-2008 #189456
A realtime 3DvbROT and MORPH

3DvbROT its done in PURE VB, no DirectX, no OpenGL, no External OCXs or DLLs. Just a few API like BitBlt This code show to you a rotate a complex 3D Mesh (no more cubes! plesase! xD) The rotation between 2 meshes its done by morphing There are 2 modes: Dotted mode or WireFrame Mode On Dotted Mode you can draw mesh with pixels or with sprites. You can ajust the color of them and apply some cool effects (like IMAX 3D xDDDD) On WireFrame Mode you can disable ocult faces and diagonals for increase the speed. On my PC (a "old" K6-2 i've got up 419 frames per second in some meshes, and i tested this code on very very fast machine (P4 or Atlhon) and i've got more than 2000 Frames per second). Consult TOOLTIPs for a little description that flags can do. The structure of the code are well comented, and the name of variables and Subs explaind it selfs. Only a elementary maths and trigonometry are necesary. The original Meshes were created in a old release of 3Dstudio (3DStudio version 2.0) and converted in a dVB file with a little vb program that i make. If you want to experiment with your own meshes, please e-mail me and i will send this little program. Spanish: Este codigo te permitira rotar una figura geometrica "compleja" (se acabo aquello de solo rotar cubos) Existen 2 metodos: Dotted mode (pixels o sprites) y WireFrame Mode (representación por lineas) En el metodo Dotted Mode podras variar el color de los pixels o sprites, pudiendo tener efectos de luz (los puntos mas cercanos se veran mas "claros" y los mas lejanos mas "ocuros") Ademas, podras "emular" un efecto 3D simpre que tengas unas gafas para tal efecto (como esas peliculas que necesitan de unas gafas verdes y rojas para verlas! xDD) En mi K6 he obtenido mas de 419 frames por segundo, pero he probado este codigo en cacharros rapidos (P4 o Atlhon) y se ha alcanzado una tasa de mas de 2000 Frames por segundo. Consulta los TOOLTIps de los flags para saber lo que hacen (estan en ingles, que se le va a hacer!) Las figuras han sido creadas con una version bastante antigua de 3DStudio (la version 2.0) grabando la Mesh como un fichero ASC. Para poderlas usar en este programa, me hize una pequeña rutina en VB (apenas 30 lineas de codigo) para poder usarlas. Si quieres este programa enviame un e-mail y te la hare llegar lo antes posible.

5_2007-2008 #189457
VBMahjongg Beta8 [Tiny version for Fixed Download]

VBMahjongg 2.1 its a fully game write completly in visual basic with out any external DLL, Ocx or libs. *See* the animated screen shot to believe it. This classical Chinese Game contais more than 100 varaitions of original game, and give you the oportunity to make new ones with the level editor. New improved routine than makes all the puzzles have solution (i've seen some COMERCIAL Mahjongg puzzles that generates un-solvables puzzles!). More than 30 Tilesets, Backgrounds, Midi Music and sound effects, HallFame board, etc. The game supports several Languages. Only make the apropiate translation file and put it on language folder and voilá...a new language its available. No re-code nothing. The same occurs with TileSets, Musics and Backgrounds. This is not "easy" code. More than 14 Modules and 10 Forms (yes, a optimization is needed, i know this xDD). See Readme.txt for *importat* notes. Compile the code and run the executable for correct Menu Subclassing. Especial Thanks goes to: René-Gilles Deberdt (the original author of Kyodai Game), G. D. Sever (Menu Sublassing routines), Kailash Nadh (for his Unveliable Screen Effects) and all the betatesters that improve testing for this game around several weeks. If you like this game, well...a vote will be apreciated..xDDD, and of course, any report (good or bad) will be studied for future revisions. PSC don't le me upload large files. For this reason this version not has all the graphics See you.

6_2008-2009 #211968
A 3D Gouraud Shading w/o Blur Motion. Pure VB *UPDATED*

Rotation with Gouraud Shading its in *Pure VB* (only DirectX 7.0 initialization fullscreen mode, if you want to see rotating meshes in full screen). Runs faster on my K6-2 350Mhz, with 16 Mb Voodoo card, so imagine on Pentium IV or Athlon 2000 Mhz with ATI or nVidia card! xD. See screenShot to believe me. This source its a modification of 3DvbBlurMotion (see CodeId:51406). There is a flag to run the source at fullscreen mode (320x240 at 16 bpp). Use the keys Z,X or Y to change speed rotation. There is a flag to make blur motion to the mesh.I included a short "howto" txt file if you want to make your own meshes. Reports will be apreciated. Thanks for optimizations to Carles P.V. Enjoy it! *** UPDATE *** I just update more meshes, now are 28. The new meshes aren't LOW POLY optimizated. See READMEFIRST.txt for performance testing and other information. PSC don't let me upload this new meshes files. You can download from here: http://www.geocities.com/vbrules2k/meshes.zip (585 Kb aprox.) Sorry for this "trouble". See You, and thanks 4 the votes!

6_2008-2009 #211969
FindNode (Minimun nº nodes on a net)

FindNodes its a source code to find the less number of nodes (routers) on a net. This is a extreamlly usefull under cert circumstances, like traffic controls, congestion, bottle necks, etc. The code its heavy commented, but as you can see it has a Advanced level. Read the ReadmeFirst.txt for important information. If you want to vote for this, thanks (i'm not looking for votes, only for sharing code with the VB community ) or if you prefer dont vote this and vote another kiddy "cd-rom" open/close, "What is my IP", etc. John

6_2008-2009 #211970
VBBruceLee (Beta version) *Updated Color & VB5.0 Compatibility*

VBBruceLee its a remake of a classical U.S. Gold 1984 CPC 464 game (See the screenshot). The 80 % of the game its completed, but enemy AI and other stuff still needs to be implemented. The original U.S. Gold game have 19 screen (plus finish screen) In this beta there are 18 of this 19 screens. The code uses DX7 only for fullscreen initialization and playing some wav files, all the rest its done using Win32 API. Original, the code was for myself, for this reason there isn't much coments (if u want 1 line of code and 20 lines with comments, buy a book, or read a very very nOob pre-beginner tutorial. :) I programed this game under AMD K6-2 at 350 Mhz, but runs fine on PII 233 Mhz (tested under Win98 with S3 4Mb video card, with DirectX 8) You can do with this piece of code what you want, only one thing: Don't change Lives variable to set more than 99 lives...hahaha! (its a joke, of course). I you like this, please vote, and i you don't like this, well, report why not! Enjoy. *UPDATED* I'm just Updated VBBruceLee with option to play with colors (See new screen shot) *UPDATED* Now, the game its compatible with VB5.0 (Split Modification changed. May be it's compatible with VB4.0 too)

6_2008-2009 #211971
Display Matrix (Professional Look Like) OCX

This OCX simulates the screen of a dot Display. It's full customizable and very very easy to use. This is ideal for instrumentation applications. I have seen similar OCX like this for more than 60$ O_o. As you can see this is very accurate. Enjoy.

6_2008-2009 #211972
A 3DvbBlurMotion [Updated. 5 times faster]

BlurMotion its in *Pure VB*, but runs faster,faster on my K6-2 350Mhz, with 16 Mb Voodoo card, so imagine on Pentium IV or Athlon 2000 Mhz with ATI or nVidia card! xD. See screenShot to believe me. This source its a modification of 3DvbROT (see CodeId:43292). There is a flag to run the source at fullscreen mode (320x240 at 16 bpp). Use the keys Z,X or Y to change speed rotation. I included a short "howto" txt file if you want to make your own meshes. Reports will be apreciated. Enjoy it! *** UPDATED *** Thanks for this optimizations to Carles P.V. Give him all medals! hehehe! :-) -Adjusted min. and max values for X and Y -Big blur motion scene (x:1-318, y:1-238) -Calc3DRotations simplified -Updated Proyect3D -Removed border-Image -New DrawLine (Bresenham) with checking points out of array "scene" -Enable optimizations on Compiler options Results: 5 times faster renderings

6_2008-2009 #211973
Raster Fonts (uploaded code)

Basic routine to draw raster text. See screen shot. Enjoy. Reports wil be aprecciated.x

6_2008-2009 #211974
A realtime 3DvbROT and MORPH

3DvbROT its done in PURE VB, no DirectX, no OpenGL, no External OCXs or DLLs. Just a few API like BitBlt This code show to you a rotate a complex 3D Mesh (no more cubes! plesase! xD) The rotation between 2 meshes its done by morphing There are 2 modes: Dotted mode or WireFrame Mode On Dotted Mode you can draw mesh with pixels or with sprites. You can ajust the color of them and apply some cool effects (like IMAX 3D xDDDD) On WireFrame Mode you can disable ocult faces and diagonals for increase the speed. On my PC (a "old" K6-2 i've got up 419 frames per second in some meshes, and i tested this code on very very fast machine (P4 or Atlhon) and i've got more than 2000 Frames per second). Consult TOOLTIPs for a little description that flags can do. The structure of the code are well comented, and the name of variables and Subs explaind it selfs. Only a elementary maths and trigonometry are necesary. The original Meshes were created in a old release of 3Dstudio (3DStudio version 2.0) and converted in a dVB file with a little vb program that i make. If you want to experiment with your own meshes, please e-mail me and i will send this little program. Spanish: Este codigo te permitira rotar una figura geometrica "compleja" (se acabo aquello de solo rotar cubos) Existen 2 metodos: Dotted mode (pixels o sprites) y WireFrame Mode (representación por lineas) En el metodo Dotted Mode podras variar el color de los pixels o sprites, pudiendo tener efectos de luz (los puntos mas cercanos se veran mas "claros" y los mas lejanos mas "ocuros") Ademas, podras "emular" un efecto 3D simpre que tengas unas gafas para tal efecto (como esas peliculas que necesitan de unas gafas verdes y rojas para verlas! xDD) En mi K6 he obtenido mas de 419 frames por segundo, pero he probado este codigo en cacharros rapidos (P4 o Atlhon) y se ha alcanzado una tasa de mas de 2000 Frames por segundo. Consulta los TOOLTIps de los flags para saber lo que hacen (estan en ingles, que se le va a hacer!) Las figuras han sido creadas con una version bastante antigua de 3DStudio (la version 2.0) grabando la Mesh como un fichero ASC. Para poderlas usar en este programa, me hize una pequeña rutina en VB (apenas 30 lineas de codigo) para poder usarlas. Si quieres este programa enviame un e-mail y te la hare llegar lo antes posible.

6_2008-2009 #211975
VBMahjongg Beta8 [Tiny version for Fixed Download]

VBMahjongg 2.1 its a fully game write completly in visual basic with out any external DLL, Ocx or libs. *See* the animated screen shot to believe it. This classical Chinese Game contais more than 100 varaitions of original game, and give you the oportunity to make new ones with the level editor. New improved routine than makes all the puzzles have solution (i've seen some COMERCIAL Mahjongg puzzles that generates un-solvables puzzles!). More than 30 Tilesets, Backgrounds, Midi Music and sound effects, HallFame board, etc. The game supports several Languages. Only make the apropiate translation file and put it on language folder and voilá...a new language its available. No re-code nothing. The same occurs with TileSets, Musics and Backgrounds. This is not "easy" code. More than 14 Modules and 10 Forms (yes, a optimization is needed, i know this xDD). See Readme.txt for *importat* notes. Compile the code and run the executable for correct Menu Subclassing. Especial Thanks goes to: René-Gilles Deberdt (the original author of Kyodai Game), G. D. Sever (Menu Sublassing routines), Kailash Nadh (for his Unveliable Screen Effects) and all the betatesters that improve testing for this game around several weeks. If you like this game, well...a vote will be apreciated..xDDD, and of course, any report (good or bad) will be studied for future revisions. PSC don't le me upload large files. For this reason this version not has all the graphics See you.

7_2009-2012 #234486
A 3D Gouraud Shading w/o Blur Motion. Pure VB *UPDATED*

Rotation with Gouraud Shading its in *Pure VB* (only DirectX 7.0 initialization fullscreen mode, if you want to see rotating meshes in full screen). Runs faster on my K6-2 350Mhz, with 16 Mb Voodoo card, so imagine on Pentium IV or Athlon 2000 Mhz with ATI or nVidia card! xD. See screenShot to believe me. This source its a modification of 3DvbBlurMotion (see CodeId:51406). There is a flag to run the source at fullscreen mode (320x240 at 16 bpp). Use the keys Z,X or Y to change speed rotation. There is a flag to make blur motion to the mesh.I included a short "howto" txt file if you want to make your own meshes. Reports will be apreciated. Thanks for optimizations to Carles P.V. Enjoy it! *** UPDATE *** I just update more meshes, now are 28. The new meshes aren't LOW POLY optimizated. See READMEFIRST.txt for performance testing and other information. PSC don't let me upload this new meshes files. You can download from here: http://www.geocities.com/vbrules2k/meshes.zip (585 Kb aprox.) Sorry for this "trouble". See You, and thanks 4 the votes!

7_2009-2012 #234487
FindNode (Minimun nº nodes on a net)

FindNodes its a source code to find the less number of nodes (routers) on a net. This is a extreamlly usefull under cert circumstances, like traffic controls, congestion, bottle necks, etc. The code its heavy commented, but as you can see it has a Advanced level. Read the ReadmeFirst.txt for important information. If you want to vote for this, thanks (i'm not looking for votes, only for sharing code with the VB community ) or if you prefer dont vote this and vote another kiddy "cd-rom" open/close, "What is my IP", etc. John

7_2009-2012 #234488
VBBruceLee (Beta version) *Updated Color & VB5.0 Compatibility*

VBBruceLee its a remake of a classical U.S. Gold 1984 CPC 464 game (See the screenshot). The 80 % of the game its completed, but enemy AI and other stuff still needs to be implemented. The original U.S. Gold game have 19 screen (plus finish screen) In this beta there are 18 of this 19 screens. The code uses DX7 only for fullscreen initialization and playing some wav files, all the rest its done using Win32 API. Original, the code was for myself, for this reason there isn't much coments (if u want 1 line of code and 20 lines with comments, buy a book, or read a very very nOob pre-beginner tutorial. :) I programed this game under AMD K6-2 at 350 Mhz, but runs fine on PII 233 Mhz (tested under Win98 with S3 4Mb video card, with DirectX 8) You can do with this piece of code what you want, only one thing: Don't change Lives variable to set more than 99 lives...hahaha! (its a joke, of course). I you like this, please vote, and i you don't like this, well, report why not! Enjoy. *UPDATED* I'm just Updated VBBruceLee with option to play with colors (See new screen shot) *UPDATED* Now, the game its compatible with VB5.0 (Split Modification changed. May be it's compatible with VB4.0 too)

7_2009-2012 #234489
Display Matrix (Professional Look Like) OCX

This OCX simulates the screen of a dot Display. It's full customizable and very very easy to use. This is ideal for instrumentation applications. I have seen similar OCX like this for more than 60$ O_o. As you can see this is very accurate. Enjoy.

7_2009-2012 #234490
A 3DvbBlurMotion [Updated. 5 times faster]

BlurMotion its in *Pure VB*, but runs faster,faster on my K6-2 350Mhz, with 16 Mb Voodoo card, so imagine on Pentium IV or Athlon 2000 Mhz with ATI or nVidia card! xD. See screenShot to believe me. This source its a modification of 3DvbROT (see CodeId:43292). There is a flag to run the source at fullscreen mode (320x240 at 16 bpp). Use the keys Z,X or Y to change speed rotation. I included a short "howto" txt file if you want to make your own meshes. Reports will be apreciated. Enjoy it! *** UPDATED *** Thanks for this optimizations to Carles P.V. Give him all medals! hehehe! :-) -Adjusted min. and max values for X and Y -Big blur motion scene (x:1-318, y:1-238) -Calc3DRotations simplified -Updated Proyect3D -Removed border-Image -New DrawLine (Bresenham) with checking points out of array "scene" -Enable optimizations on Compiler options Results: 5 times faster renderings

7_2009-2012 #234491
Raster Fonts (uploaded code)

Basic routine to draw raster text. See screen shot. Enjoy. Reports wil be aprecciated.x

7_2009-2012 #234492
A realtime 3DvbROT and MORPH

3DvbROT its done in PURE VB, no DirectX, no OpenGL, no External OCXs or DLLs. Just a few API like BitBlt This code show to you a rotate a complex 3D Mesh (no more cubes! plesase! xD) The rotation between 2 meshes its done by morphing There are 2 modes: Dotted mode or WireFrame Mode On Dotted Mode you can draw mesh with pixels or with sprites. You can ajust the color of them and apply some cool effects (like IMAX 3D xDDDD) On WireFrame Mode you can disable ocult faces and diagonals for increase the speed. On my PC (a "old" K6-2 i've got up 419 frames per second in some meshes, and i tested this code on very very fast machine (P4 or Atlhon) and i've got more than 2000 Frames per second). Consult TOOLTIPs for a little description that flags can do. The structure of the code are well comented, and the name of variables and Subs explaind it selfs. Only a elementary maths and trigonometry are necesary. The original Meshes were created in a old release of 3Dstudio (3DStudio version 2.0) and converted in a dVB file with a little vb program that i make. If you want to experiment with your own meshes, please e-mail me and i will send this little program. Spanish: Este codigo te permitira rotar una figura geometrica "compleja" (se acabo aquello de solo rotar cubos) Existen 2 metodos: Dotted mode (pixels o sprites) y WireFrame Mode (representación por lineas) En el metodo Dotted Mode podras variar el color de los pixels o sprites, pudiendo tener efectos de luz (los puntos mas cercanos se veran mas "claros" y los mas lejanos mas "ocuros") Ademas, podras "emular" un efecto 3D simpre que tengas unas gafas para tal efecto (como esas peliculas que necesitan de unas gafas verdes y rojas para verlas! xDD) En mi K6 he obtenido mas de 419 frames por segundo, pero he probado este codigo en cacharros rapidos (P4 o Atlhon) y se ha alcanzado una tasa de mas de 2000 Frames por segundo. Consulta los TOOLTIps de los flags para saber lo que hacen (estan en ingles, que se le va a hacer!) Las figuras han sido creadas con una version bastante antigua de 3DStudio (la version 2.0) grabando la Mesh como un fichero ASC. Para poderlas usar en este programa, me hize una pequeña rutina en VB (apenas 30 lineas de codigo) para poder usarlas. Si quieres este programa enviame un e-mail y te la hare llegar lo antes posible.

7_2009-2012 #234493
VBMahjongg Beta8 [Tiny version for Fixed Download]

VBMahjongg 2.1 its a fully game write completly in visual basic with out any external DLL, Ocx or libs. *See* the animated screen shot to believe it. This classical Chinese Game contais more than 100 varaitions of original game, and give you the oportunity to make new ones with the level editor. New improved routine than makes all the puzzles have solution (i've seen some COMERCIAL Mahjongg puzzles that generates un-solvables puzzles!). More than 30 Tilesets, Backgrounds, Midi Music and sound effects, HallFame board, etc. The game supports several Languages. Only make the apropiate translation file and put it on language folder and voilá...a new language its available. No re-code nothing. The same occurs with TileSets, Musics and Backgrounds. This is not "easy" code. More than 14 Modules and 10 Forms (yes, a optimization is needed, i know this xDD). See Readme.txt for *importat* notes. Compile the code and run the executable for correct Menu Subclassing. Especial Thanks goes to: René-Gilles Deberdt (the original author of Kyodai Game), G. D. Sever (Menu Sublassing routines), Kailash Nadh (for his Unveliable Screen Effects) and all the betatesters that improve testing for this game around several weeks. If you like this game, well...a vote will be apreciated..xDDD, and of course, any report (good or bad) will be studied for future revisions. PSC don't le me upload large files. For this reason this version not has all the graphics See you.

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