Results for "Author: erik jackman"
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
Engine Features: Enumeration of the display device, resolution modes available to the selected display device, refresh rates available to the selected resolution, color depth available to the selected resolution, pixel/vertex shader versions, texture filter modes for minify, magnify, and mip map. Configures display device based on saved settings or defaults. Dynamically creates lights. Load Direct3DX Meshes into memory. Dynamically draws each mesh from one algorithm; Scales, rotates, and positions the mesh. Dynamically positions and faces the camera. Can count FPS. Draws text. World Editor Features: Viewport is drawn through the engine on a separate thread. Dynamically create static meshes through the engine. Dynamically create lights through the engine. Dynamically draws each mesh through the engine. Update: Lights can be moved, rotated, color changed, and type changed. The HUD can also now display what device mode the engine is using. Fixed some bugs.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
Engine Features: Enumeration of the display device, resolution modes available to the selected display device, refresh rates available to the selected resolution, color depth available to the selected resolution, pixel/vertex shader versions, texture filter modes for minify, magnify, and mip map. Configures display device based on saved settings or defaults. Dynamically creates lights. Load Direct3DX Meshes into memory. Dynamically draws each mesh from one algorithm; Scales, rotates, and positions the mesh. Dynamically positions and faces the camera. Can count FPS. Draws text. World Editor Features: Viewport is drawn through the engine on a separate thread. Dynamically create static meshes through the engine. Dynamically create lights through the engine. Dynamically draws each mesh through the engine. Update: Lights can be moved, rotated, color changed, and type changed. The HUD can also now display what device mode the engine is using. Fixed some bugs.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
Engine Features: Enumeration of the display device, resolution modes available to the selected display device, refresh rates available to the selected resolution, color depth available to the selected resolution, pixel/vertex shader versions, texture filter modes for minify, magnify, and mip map. Configures display device based on saved settings or defaults. Dynamically creates lights. Load Direct3DX Meshes into memory. Dynamically draws each mesh from one algorithm; Scales, rotates, and positions the mesh. Dynamically positions and faces the camera. Can count FPS. Draws text. World Editor Features: Viewport is drawn through the engine on a separate thread. Dynamically create static meshes through the engine. Dynamically create lights through the engine. Dynamically draws each mesh through the engine. Update: Lights can be moved, rotated, color changed, and type changed. The HUD can also now display what device mode the engine is using. Fixed some bugs.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
Engine Features: Enumeration of the display device, resolution modes available to the selected display device, refresh rates available to the selected resolution, color depth available to the selected resolution, pixel/vertex shader versions, texture filter modes for minify, magnify, and mip map. Configures display device based on saved settings or defaults. Dynamically creates lights. Load Direct3DX Meshes into memory. Dynamically draws each mesh from one algorithm; Scales, rotates, and positions the mesh. Dynamically positions and faces the camera. Can count FPS. Draws text. World Editor Features: Viewport is drawn through the engine on a separate thread. Dynamically create static meshes through the engine. Dynamically create lights through the engine. Dynamically draws each mesh through the engine. Update: Lights can be moved, rotated, color changed, and type changed. The HUD can also now display what device mode the engine is using. Fixed some bugs.
I created this in VS.Net 2003, but as far as I know this should work in VS.Net. A demonstration of how to combine Asymmetric (RSA) and Symmertic (Rijndael) encryption for Client/Server communications.
Engine Features: Enumeration of the display device, resolution modes available to the selected display device, refresh rates available to the selected resolution, color depth available to the selected resolution, pixel/vertex shader versions, texture filter modes for minify, magnify, and mip map. Configures display device based on saved settings or defaults. Dynamically creates lights. Load Direct3DX Meshes into memory. Dynamically draws each mesh from one algorithm; Scales, rotates, and positions the mesh. Dynamically positions and faces the camera. Can count FPS. Draws text. World Editor Features: Viewport is drawn through the engine on a separate thread. Dynamically create static meshes through the engine. Dynamically create lights through the engine. Dynamically draws each mesh through the engine. Update: Lights can be moved, rotated, color changed, and type changed. The HUD can also now display what device mode the engine is using. Fixed some bugs.