Author Topic: Compile C++ for use with blockland.  (Read 1299 times)

Hello fellows,

Anybody know if it's possible to compile some C++ functions and use like an import() function in torque script so that we can do intense math without using strings for numbers? Thoughts + theories are much appreciated.


Semi related - does anyone know of a arbitrary precision arithmatic library for torque?





tutorial pls
I have a copy of TGE and I used intellect and a seperate program to inject the function. It also happens to change the name of the Blockland instance so that I know which window is the injected one.
I don't know what that means though

I don't know what that means though
That makes sense. It's just a matter of figuring out how to do it. Then, we have have super fast C++ math using actual numbers instead of strings and have lighting fast pathfinding and stuff. =D


That doesn't mean you should do it.
Who said anything about doing it?

Short answer: Yes, it's certainly possible! And very cool.

In fact, I've been doing similar things for the past weeks now. PM me if you want more info.

http://forum.blockland.us/index.php?topic=213238.msg6026557#msg6026557
yes

I can't see how he could not have disassembled/reversed blockland's code (IDA pro? Ollydbg?) because if you want to call a function you're gonna need an address, you can find the function in memory/bl.exe and just use that specific address, or you can create a signature for it and sigscan for it when you inject the dll (a more dynamic way of getting addresses). If he didn't look at the code for blockland in any shape or form, I can't see how he could have gotten the function address in the first place unless he's using some method I don't know about. Am I missing something?

^ stop right now, don't discuss that on forums
you don't want to get silent banned and revoked like slicksilver