POV-Ray : Newsgroups : povray.binaries.animations : Sloyd^3 Server Time
19 Jul 2024 04:11:00 EDT (-0400)
  Sloyd^3 (Message 21 to 28 of 28)  
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From: Tek
Subject: Re: Sloyd^3
Date: 21 Mar 2004 19:43:21
Message: <405e36a9$1@news.povray.org>
Woohoo! 53 :)
But I'm sure it can be done in less.

-- 
Tek
www.evilsuperbrain.com

"Thies Heidecke" <h3i### [at] gmxnet> wrote in message
news:405e1e1a$1@news.povray.org...
> Beat this !
> I got 54 =)
>
>
> Thies
>
>


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From: Hughes, B 
Subject: Re: Sloyd^3
Date: 21 Mar 2004 21:43:58
Message: <405e52ee$1@news.povray.org>
Yea! I beat that number anyway. Proof in screenshot:

http://www.3digitaleyes.com/misc/sloyd3-in50moves.jpg

Great fun to play, always liked these for there simplicity and yet takes
some thinking too. Good work on it Mr. Prust.

There is a peg game my Dad helped with for Junior Achievement (kids learning
about business) here in the USA way back in the 1970's. They made them out
of wood, were triangle shaped and used golf tees stuck in the holes. Looking
for a picture of one I found this instead, looks more interesting:
http://www.golfun.net/PegGolf.htm

Bob H.

"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:405e36a9$1@news.povray.org...
> Woohoo! 53 :)
> But I'm sure it can be done in less.
>
> "Thies Heidecke" <h3i### [at] gmxnet> wrote in message
> news:405e1e1a$1@news.povray.org...
> > Beat this !
> > I got 54 =)


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From: Dan P
Subject: Re: Sloyd^3
Date: 21 Mar 2004 22:44:25
Message: <405e6119@news.povray.org>
"Hughes, B." <omn### [at] charternet> wrote in message
news:405e52ee$1@news.povray.org...
> Yea! I beat that number anyway. Proof in screenshot:
>
> http://www.3digitaleyes.com/misc/sloyd3-in50moves.jpg
>
> Great fun to play, always liked these for there simplicity and yet takes
> some thinking too. Good work on it Mr. Prust.

Thanks!!!! :-) I was really inspired by Apache's work. I only wish I could
have made it look as good as he did :-)

> There is a peg game my Dad helped with for Junior Achievement (kids
learning
> about business) here in the USA way back in the 1970's. They made them out
> of wood, were triangle shaped and used golf tees stuck in the holes.
Looking
> for a picture of one I found this instead, looks more interesting:
> http://www.golfun.net/PegGolf.htm

Oh, now I remember this game! I used to play it when I was little. I just
didn't recognize it because it wasn't triangular. Cool! That explains the
name, too.

Thanks for the encouragement, guys!!!

-- 
- Respectfully,
Dan
http://<broken link>


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From: Apache
Subject: Re: Sloyd^3
Date: 27 Mar 2004 19:06:55
Message: <4066171f$1@news.povray.org>
My perl script actually replays the game. In fact it does exactly the same
as the actionscript (flash5) does when it checks wether a move is possible
or not. I have numbered every square at the board and the client simply
sends the whole sequence of squares clicked on. It has never failed on me,
but of course move sequences of 4000 clicks won't fit in the 255-orsomething
character maximum of a get.


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From: Dan P
Subject: Re: Sloyd^3
Date: 27 Mar 2004 19:40:46
Message: <40661f0e$1@news.povray.org>
"Apache" <apa### [at] hotmailcom> wrote in message
news:4066171f$1@news.povray.org...
> My perl script actually replays the game. In fact it does exactly the same
> as the actionscript (flash5) does when it checks wether a move is possible
> or not. I have numbered every square at the board and the client simply
> sends the whole sequence of squares clicked on. It has never failed on me,
> but of course move sequences of 4000 clicks won't fit in the
255-orsomething
> character maximum of a get.


I was thinking of sending the XML from the game encrypted. I could use a key
that only the server and the client knows about. The tough part of that is
making it so that a person could not extract the key from the SWF file. I
figure the way to do this would be to disable debugging, enter a password,
and just for good measure, use a very cryptic key as well. Then, I could
package it into a standard movie and drop it into future FLA files to add a
level of security to score reporting. This is /still/ not completely secure,
though; any solution that puts anything in client memory will not be
completely secure by design. This would just be theft deterrant. But, it
just seems like a lot of work for little gain.

Maybe just using SSL would help somehow?

-- 
- Respectfully,
Dan
http://<broken link>


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From: Apache
Subject: Re: Sloyd^3
Date: 27 Mar 2004 19:54:11
Message: <40662233@news.povray.org>
Any flash file can be reverse-engineered, so if I were you I wouldn't do any
hardcoding of keys with flash clients. It's quite simple to decompile them
or to read the bytecode! But it will lower the amount of people who actually
succeed in cheating considerably, especially if you run the thing over
https. (That's secure http which runs over an encrypted port 443 if i'm
right.)
Believe me, it's much easier to replay the game server side than *trying* to
secure the thing client side.

The make cheating as even more difficult: use https, replay the game
server-side and prevent client-side browser caching as much as possible (if
that doesn't happen already because of https). But that involves much more
data transfer on later visits or page reloads.


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From: Dan P
Subject: Re: Sloyd^3
Date: 27 Mar 2004 21:56:15
Message: <40663ecf$1@news.povray.org>
"Apache" <apa### [at] hotmailcom> wrote in message
news:40662233@news.povray.org...
> Any flash file can be reverse-engineered, so if I were you I wouldn't do
any
> hardcoding of keys with flash clients. It's quite simple to decompile them
> or to read the bytecode! But it will lower the amount of people who
actually
> succeed in cheating considerably, especially if you run the thing over
> https. (That's secure http which runs over an encrypted port 443 if i'm
> right.)
> Believe me, it's much easier to replay the game server side than *trying*
to
> secure the thing client side.

Thanks for the advice! You make a good argument for running the game on the
server-side, even if it is just to compute the score. It is the only way I
can think of too that would truly be secure.

> The make cheating as even more difficult: use https, replay the game
> server-side and prevent client-side browser caching as much as possible
(if
> that doesn't happen already because of https). But that involves much more
> data transfer on later visits or page reloads.

Another great idea!
For my next game (after I finish the DML transfer to C++) I will make Flash
just the display module and keep everything on the server. I'm not sure what
Cedant's policies are on running server processes of my own, though. They
have such an awesome service, I wouldn't be surprised if it were allowed.
-- 
- Respectfully,
Dan
http://<broken link>


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From: Dan P
Subject: Re: Sloyd^3
Date: 27 Mar 2004 22:12:52
Message: <406642b4$1@news.povray.org>
Dan P wrote:

> "Apache" <apa### [at] hotmailcom> wrote in message
> news:40662233@news.povray.org...
> 
>>Any flash file can be reverse-engineered, so if I were you I wouldn't do
>...

BTW: I don't know if anybody is interested, but if they would like the 
source .fla file for the game, please feel free to ask.


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