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Re: downhill - gravity powered racing game prototype
[Re: MasterQ32]
#413149
12/09/12 00:52
12/09/12 00:52
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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That kind of depends on what kind of transfers you want to make. If it's a single shot file, FTP is probably going to be faster than HTTP. And FTP would also be a bit faster than HTTP 1.0, because neither of these protocols allow picking up TCP sockets (and yes, there are still servers out there that don't run HTTP 1.1). In terms of security, both are bad. Both have various attack vectors and neither is build to be actually secure. If you want it secure, use HTTPS (and for heavens sake, check the goddamn certificate on the client site, otherwise you are still vulnerable to man in the middle attacks).
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: downhill - gravity powered racing game prototype
[Re: sivan]
#413343
12/12/12 13:07
12/12/12 13:07
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
OP
Serious User
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OP
Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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thanks! Yes, darkness and high contrast. I love it  I believe that it does not hurt the gameplay and the road visibility at all. There is something in the colors concept that is not yet implemented. I want add selflightened human buildings in the middle dark and cut the skyline with dark shaped light spots. I did a quick collage:   I have a big fight in my brain with the vehicle light. By one side the effect would be cool and will overlight the vertical signs, but by the other side my asfalt singlepass pixel2.0 shader is exausted with the shadows and specularity. In this part of the world, this kind of vehicles does not have electric intallations and lights. Is true that they do not race at night too xP
Last edited by txesmi; 12/12/12 13:23.
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