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Create a string that contains random characters
  • I think that doesn't respectful to stay in this community for myself. Have a nice day! ✌🏼

  • Create a string that contains random characters
  • What's the best encryption algorithm in your opinion?

  • Create a string that contains random characters
  • Let's solve the first part then.

    But I guess that @herzenschein already suggested me a solution...

    You could take inspiration from Theodore Tso’s pwgen: https://github.com/tytso/pwgen

  • Create a string that contains random characters

    Hi! ✌️ I need to generate some string in C++ with random characters that can use all letters from "a" to "z" (include capital letters), and all numbers from 0 to 9 there.

    And for examples this should looks somehow like this:

    SnHXAsOC5XDYLgiKM5ly

    Also I want to encrypt that string then by itself:

    SnHXAsOC5XDYLgiKM5ly encrypt with SnHXAsOC5XDYLgiKM5ly key.

    So, how can I do this in C++? 🤔

    Thanks in advance!

    Problems with making unique material
  • I personally don't know 🤷🏻‍♂️. I've try both variants.

  • Problems with making unique material
  • Thanks a lots, folks! 😄 Everything works fine now 👍🏼

    Image

    What I have to do:

    1. Made don't only materials, but also meshes as unique:
    var new_model = model.front.duplicate(true)
    var new_ship: Node3D = new_model.instantiate()
    new_ship.position = front_model_pos
    _model_parent.add_child(new_ship)
    _make_ship_materials_unique(new_ship)
    
    1. Change mesh.surface_set_material to mesh.set_surface_override_material:
    func _make_ship_materials_unique(new_ship: Node3D) -> void:
    	for i in new_ship.get_children(true):
    		if i is MeshInstance3D:
    			for n in range(i.get_surface_override_material_count()):
    				i.set_surface_override_material(n, i.mesh.surface_get_material(n).duplicate(true))
    
    func damaged_spec_effect() -> void:
    	for i in ship.get_children(true):
    		if i is MeshInstance3D:
    			for n in range(i.get_surface_override_material_count()):
    				_create_fade_in_then_out_effect(i.get_surface_override_material(n), Color.RED)
    

    And everything started works as well. Thanks again 🤝🏼

  • Problems with making unique material
  • Thanks a lot to everyone! I'll try it 😄

  • Sticking of objects when those uses CharacterBody2D

    Some objects sticks with each other when those use CharacterBody2D, and moves like those are sticking together.

    So, what do I need to do to solve this issue?

    0
    Problems with making unique material

    Hi, folks! So, I have the problem with making materials as unique.

    !Image

    I need effects, such as painting of ships in red color, will applies only where particles will spawns. But... As you can see those effects can applies also into other ships.

    I've already set these materials as "Local to Scene" into inspector tab.

    !

    And have create script for making those materials as unique:

    func _make_ship_materials_unique() -> void: for i in ship.get_children(): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): i.mesh.surface_set_material(n, i.mesh.surface_get_material(n).duplicate(true))

    But it given me few results 😕

    If it can help, here's the script of applying of ships painting:

    func damaged_spec_effect() -> void: for i in ship.get_children(): if i is MeshInstance3D: for n in range(i.get_surface_override_material_count()): _create_fade_in_then_out_effect(i.mesh.surface_get_material(n), Color.RED)

    func _create_fade_in_then_out_effect(material: Material, final_color: Color) -> void: if material is StandardMaterial3D: material.albedo_color = Color.WHITE var tween = get_tree().create_tween() tween.tween_property(material, "albedo_color", final_color, EFFECTS_DURATION / 2) tween.tween_property(material, "albedo_color", Color.WHITE, EFFECTS_DURATION / 2)

    So, what do I need to do for solving my problem? 🤔

    8
    xolatgames xolatgames @programming.dev
    Posts 3
    Comments 11