ryackov's Recent Forum Activity

  • This all seems like a waste of bandwidth.

  • I would like an updated version of the above. He's made improvements upon the implementation: [quote:1c871dbq]

    Update 11/10/2013: I am getting ready to release a version 2.3 (same random sequence) designed to be slightly friendlier to use in node.js, and I got a chance to test the PRNG quality using the dieharder random number test suite, which collects billions of outputs and tests for non-random patterns. To provide input data to dieharder, I just called seedrandom from node.js and tested the output stream of 32-bit numbers generated by Math.floor(Math.random() * 4294967296).

    Here is the dieharder analysis of the sequence starting with Math.seedrandom(1). Note that the "WEAK" asessment is given for tests that result in a p that is near zero or near one, but because more than a hundred tests were run, we expect occasional tests to come in big or small - indeed if no tests were reported "WEAK", it would be an indication of a problem. Overall, the performance of this little javascript PRNG is pretty robust.

    Update 1/1/2014: seedrandom is now available as a package in npm and bower. The current version number is 2.3.1.

  • It could be an additional option that people are forced to enable.

    Ultimately it would break save games, yes, unless in the capx file there is a saved table of randomized names generated for each object.

  • "Minifying the script makes the script smaller and harder to decompile."

    Arguably the most difficult aspect of decompiling or reverse engineering is figuring out what each global variable does. The name of each global variable isn't changed in the c2runtime.js file, and I typically follow good programming practices so I give a name that makes sense to each variable.

    I don't think it would be that difficult at compilation of an exported construct 2 game, to substitute names of global variables, arrays, dictionaries, instance variables, and other such items with randomly generated 4 character base-36 names (1,679,616 theoretically possible different names).

    This way it would be difficult to determine what a variable does what just by reading the code or using a program to monitor the activity of a game.

    Naturally this randomization process wouldn't apply to debug.

  • Minor request, can you update this plug-in to include the below:

    http://caligatio.github.io/jsSHA/ ? SHA512 seems unlikely to ever be broken, at least compared to SHA256.

    I also request some basic scrypt implementation, basically:

    V(1) = hash(message)

    V(2) = hash(hash(message))

    ...

    and then the final hash is hash( V(1)+V(2)+...V(n) )

    This is a good plugin.

  • I suspect through some reading, that Javascript uses the browser's implementation of PRNG.

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  • It really depends on your aim.

    Simple browser games mean construct 2.

  • http://davidbau.com/archives/2010/01/30 ... .html#more

    I need someone to add the above RNG to Construct 2.

    It's already in JS.

  • If I push a value into an array, is the last line deleted?

  • nvm, figured it out

  • I think the essence of good small project game development is to make something you would find fun (Goat Simulator for instance), and release at least an alpha or beta version to test the waters.

  • What is the pseudorandom number generator used?

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ryackov

Member since 5 Sep, 2013

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