Sunday, July 24, 2005

Abandon All Hope Ye Who Enter Here

Too tired...
All projects abandoned...
Now managing a development team...
No time to code anymore...
Skills slipping away into oblivion...

Thursday, July 14, 2005

Voice Dial VCF

I've been working with Samsung's i500 distribution of PalmOS 4.1 for a lil' while now. It's interesting coming from a PocketPC background (I've had a CE PDA since the original Casseopia, yo)... I expected PalmOS to be the more stable OS. I've already had around ten reboots coming from I/O lockups, power issues or just random occurances. It may just be the hooks that Samsung's apps have in the OS to merge the CDMA phone with the PDA hardware... I dunno.

Once nice thing is that PalmOS apps are infinitely easier to troubleshoot or reengineer. This is no doubt why things work so nicely in Linux (other than trying to get the USB tty interface working... serial I/O over USB? Wha?).

For example, I've been using the "Voice Dial" app that Samsung wrote to dial numbers using my headset. It's something you manually have to train, then it associates a record with an entry in your address book. Problem was, after my device sync'd all the voice dial associations were gone.

So I looked at the AddressDB file that the i500 had and noticed that each record had a unique ID associated with it. I took a guess that the Voice Dial app used that key to associate a voice dial entry with an AddressDB key. Looking at the actual .vcf file that was being sync'd from PalmOS onto my desktop I found there was indeed a field called X-KPILOT-RecordID: that was storing the record's unique ID.

I added a lil' sed routine to my evolution-to-KDE export script that adds the field to the appropriate VCF contact records. Now that my contacts have the X-KPILOT-RecordID field the voice dial stuff stays in sync.

Wednesday, July 06, 2005

Entropy and Chaos

Entropy, uncertainty won't yield to you...

NeroVision Express has been aligning pixels weird in 3-5 vertical rows on the right side of my encoded MPEG2's. I haven't really noticed 'till now, but all of my 16:9 DV video is consistantly encoded with those weird aberrations. I took my occasion of feeling unsettled to try the latest version of Kino/ffmpeg/MJPEG/SuSE 9.3. I did a head-to-head comparison encoding the same AVI Type 2 DVI file with all the new stuff from SuSE, PackMan and Guru's RPM Site.

Tests were done using the default settings for a 16:9 NTSC DVD. Note that MJPEG still looks awful and blocksizes are way too big. NeroVision's encoder almost looks okay, but motion lines are rendered all over the place. ffmpeg looks good however - lines are even, things aren't harshly blocked. Bear in mind, however, that MJPEG in Kino is a single-pass encoding, while ffmpeg is a dual-pass encoding. I'm sure this is a big reason for the difference.

ffmpeg is looking much better, but I'll probably stick to NeroVision for now. Kino only processes ffmpeg files one at a time (as opposed to its MJPEG batch conversion), so doing an entire batch of AVI's has to be done manually, typing individual file names and selecting individual frame sets. I could possible write a shellscript to do what Kino does, but Kino an internal (and very nice) YUV generator which pipes output directly to ffmpeg, as opposed to creating the YUV and then processing it. For example, here's the first pass of the encoder:
ffmpeg -v 0 -f dv -i pipe: -f rawvideo -pix_fmt yuv420p pipe: -vn -f ac3 -ac 2 -ab 192 -ar 48000 -y /home/jellis/Documents/March 2005/2005.03.27_13-17-44.ac3
ffmpeg -v 0 -f rawvideo -pix_fmt yuv420p -s ntsc -r ntsc -i pipe: -an -target dvd -f mpeg1video -maxrate 8000 -ildct -ilme -aspect 16:9 -pass 1 -passlogfile /home/jellis/Documents/March 2005/2005.03.27_13-17-44 -y /home/jellis/Documents/March 2005/2005.03.27_13-17-44.m2v


And the second pass:
ffmpeg -v 0 -f dv -i pipe: -an -f rawvideo -pix_fmt yuv420p pipe:
ffmpeg -v 0 -f rawvideo -pix_fmt yuv420p -s ntsc -r ntsc -i pipe: -an -target dvd -f mpeg1video -maxrate 8000 -ildct -ilme -aspect 16:9 -pass 2 -passlogfile /home/jellis/Documents/March 2005/2005.03.27_13-17-44 -y /home/jellis/Documents/March 2005/2005.03.27_13-17-44.m2v


Then it seems to multiplex using:
mplex -f 8 -o /home/jellis/Documents/March 2005/2005.03.27_13-17-44.vob /home/jellis/Documents/March 2005/2005.03.27_13-17-44.m2v /home/jellis/Documents/March 2005/2005.03.27_13-17-44.ac3

Both using internal deinterlacing (I'm guessing from the 420 progressive format it selects). Kino does this pretty well, and I might have problems trying to hack it on my own. Notice that it pipes both audio and video streams in seperately... so the source format is kind of a black box to me.

NeroVision, however, works fairly well right out of the box and will batch everything together for me automagically. I want seperate VOB's for each chunk of video sometimes, and others I want to splice them together. But most of my video should have its own VOB... something I can't very easily define in any DVD authoring or video authoring software currently available in Linux.

I'll give a quick pass at demux'ing the Type 2 AVI's and creating raw source audio/video files... I'll let you know if I figure anything out. I might just try piping
dvgrab --format raw --frames 0 --size 0 -
to stdout and see how that works. dvgrab is part of the Kino project, so I'm hoping it'll be just as nice.

This latest round of entropy has killed any productivity I once had. It's frustruating, especially when I wanted to have the isometric camera for CEL done by now.

Sunday, July 03, 2005

Rise of the Casual Gamer

My wife and I are using the same PDA platform now, so I beamed her a demo copy of Bejeweled. Just as I thought - she became instantly addicted.

There's a common stereotype in the gaming community that puzzle games are the only genre that can target female gamers. But men seem to be increasingly into puzzle games - especially as they've been ported onto cell phones and distributed with PDA's. To me at least it seems that saying "women are only into puzzle games" was ignoring what the actual market was: the casual gamer.

Casual gaming has been a big topic as of late on Slashdot Games. Those kiddies addicted to Nintendo 8-bit systems in elementary schools are now parents working 50 hour work weeks and coaching soccer teams, so they don't have time to become an uber-leveled avatar in an MMORPG.

The BBC had an article about women becoming an emerging market in gaming where it sounds like the industry just isn't getting that point. Ernest Adams of the IGDA even said:
Women don't have free time even to set up a game. They require a game that is quick to get into and doesn't require a great time commitment,


No, that's anyone who just doesn't have the time. The article also states:
The so-called casual gaming market, made up of games such as poker, pool, bridge, bingo and puzzles, is a booming one, especially among women.


It seems like Guild Wars gets this point - where you don't have to be an addict to justify subscription costs and it doesn't take 30+ hours a week to ascend to playable experience levels. As target audiences get older and time becomes more precious, people will find out that the "casual gaming audience" is much bigger than they thought - and not just limited to a stereotypical view of women.

Saturday, July 02, 2005

Chaos Ensues

Considering I just rendered useless my PDA and my cell phone and my USB key recently, I swapped them out with a Samsung i500. Works great, aside from the LOUD, EAR PIERCING SCREECHES THAT EMANATE FROM IT WHENEVER IT RINGS. That's slightly annoying. Hopefully Fry's will do a quick exchange and I'll have my carrier switch my account... again.

One big problem was figuring out what @#$&*! tty to use. There are several USB tty's in SuSE's /dev system... /dev/ttyUSB, /dev/usb/ttyUSB, etc. Finally figured out that /dev/usb/ttyUSB1 was the one I wanted for cradle sync's. I hacked with syncing via IrDA for a while - the kernel module kept returning I/O errors until I realized how stupid I was and the Ir port was disabled in my laptop's BIOS. D'oh. Enabled that and /dev/ircomm0 worked great, albeit sloooooow.

It sync's with Linux nicely, however. The lovely people and Ximian made the good move with storing their calendar information for both Exchange (cached) and locally to use ICS file formats, so I can easily concatenate Exchange and local to-do lists and calendar items into a single file. Very nice! There's a very nice command-line exporter for the address book - I have it converting both local and Exchange contacts into a combined VCF file, which worked nicely. Now KPilot just syncs a simple .ics and .vcf file with minimal fuss.

For example, to move all my files together for sync'ing all I need to do is:

# Export contacts from local store
$EVOLUTION_BIN/evolution-addressbook-export file://$EVOLUTION_DIR/addressbook/local/system > $KABC_FILE
$EVOLUTION_BIN/evolution-addressbook-export exchange://$EXCHANGE_USER/personal/Contacts >> $KABC_FILE

# Move over tasks from Exchange cache & local store
cat $EVOLUTION_DIR/exchange/$EXCHANGE_USER/personal/subfolders/Tasks/cache.ics > $KORGANIZER_FILE
cat $EVOLUTION_DIR/tasks/local/system/tasks.ics >> $KORGANIZER_FILE

# Move over calendar from Exchange cache & local store
cat $EVOLUTION_DIR/exchange/$EXCHANGE_USER/personal/subfolders/Calendar/cache.ics >> $KORGANIZER_FILE
cat $EVOLUTION_DIR/calendar/local/system/calendar.ics >> $KORGANIZER_FILE


So... I've got a defective i500. But at least I had it as a proof of concept.

The nice thing is now I have a cell phone that I can develop on. Mebbe I should use PalmOS for game development instead of the freakin' J2ME stuff I couldn't even deploy. I wonder how big PalmOS' market share is... including both PDA and smartphone sales. According to WindowsForDevices.com, it sits at 40.7% including cellular PDA's such the BlackBerry, but not smartphones or Handsprings. Windows is gaining at 40.2% while PalmOS is declining, but it's still a much more level playing field than I expected.

Thursday, June 23, 2005

Big is the new Small

It's been interesting to see how technologies have been shifting from the very small (i.e. pixel & vertex shaders, dynamic lighting, self-shadowed models, etc.) to the very large (mapping entire worlds out, streaming cities and levels, building accurate terrain maps).

The CrystalSpace mailing list has been having an interesting discussion on the topic of how to create very large maps. This is of course a big concern for MMORPG's and RPG's, but it has become of increasing concern for anyone who wants vast, open-ended maps.

It's not quite as simple as it might seem. Not only do you have to worry about terrain maps seamlessly being stitched together, but you also have to worry about where you do your clipping, if you still use portals to decide what gets rendered and what doesn't, if you have entities and items still loaded without an actual mesh to sit in, if you'll use LOD (dynamic level of detail) to manage rendering far-away objects, how you'll quickly determine what sectors can be rendered, how to best stream data to the engine, blah de blah de blah.

I recall the same thing happening with shadows - except the emphasis was on polishing the small details. Here bumpmapping and shaders really came to be - new hardware conventions that allowed a greater level of detail than before. Now that we've figured out how to have eerily realistic lighting, shadows and mapping for the many details on today's high-poly models. Are we going to have to perform a similar re-invention for the very large as well?

It looks like the new Unreal 3 engine is. For example:

Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.


Neat stuff. Now artists can easily build large maps that have realistic environmental details - without having to model every nook and cranny by hand. Here the engine dynamically builds the "repetitive" stuff for you - so you can work more on layout than on building one hundred shrubs in the landscape. The UT3 engine still makes individual models look beautiful, just like everyone else's engine right now. But they're also spending the effort on making the BIG level models look just as immersive - without a million-person team of artists.

Patenting the E.U. and the U.S.


In 10 years' time we will only have half the small and medium sized companies that we have now,
- Evelin Lichtenberger on the European Parliment's bill on software patents


Stallman also made some excellent points on the EU's push towards software patents. One important point he made was that politicians are confusing patents with copyrights, which are two entirely different concepts. Again, this goes back to the distinctions made between "opening" creative content versus opening code.

The U.S. is also working on patent reforms that will push small business out and allow large businesses to eat them. The U.S. Patent Reform Act of 2005 is something I'm still trying to digest. While it seems like it might abate "submarine patents" that lie dormant until approval only to spring up as a reason for the owner to start suing for patent infringement, it might offer more problems for those who can't afford to pursue or defend their patents. From the article:

The issue is this: do the big players need more help? If it's harder to sue for patent infringement, and it's easier for big businesses to file for patents than it is for capital-starved little guys, is it fair to the little guy? For example, I can imagine the following scenario: I invent something and write a scholarly paper about it. I can't afford to patent it or it takes me a while to find a lawyer I can afford. So Microsoft reads my paper, runs to the Patent Office, patents what I wrote about, and then sues me for infringement of their patent. I haven't analyzed the bill enough to know if there is a way to block this scenario, but it's something to look for. You don't want the fix to be worse than the problem you are addressing.


One downside to the U.S. revisisions is the first-to-file provision pretty much kicks the little guy in the shorts. However, given how much patenting people do for existing processes/concepts, the post-grant submission of prior art by third parties is welcome.

Sunday, June 12, 2005

So... tired...

Can someone hold down a full time job and try to publish a title that's worth a crap? I don't know.

I got a somewhat lateral promotion at work recently, so I'm spending more time on work projects. I'm too tired at the end of the day anymore to do fruitful coding. So what's left?

I got some Starbucks DoubleShots in the fridge downstairs... mebbe I'll give them a try.

Installing SuSE 9.3 on my development box... wheee...

Thursday, June 02, 2005

Why Even Bother

With patents like this one, it's no wonder that the innovation, small businesses and independant game shops are dying out. No, it's not because of market conditions. No, it's not because the cost of development is too steep. It's because huge companies get to patent vague notions such as "keeping score in a game." The Patent Office obviously doesn't care about what's a valid patent anymore - they get paid if your patent is later litigated & revoked or not. Basically all the USPTO does is take gobs of money from large companies, stamp their patent form, file it away, then call it a day around 10 AM.

Since no one is reviewing patents before approving them anymore, it's up to challenges & lawsuits to decide if a patent is valid or not. And who has the money to challenge patents? You guessed it... big corporations! So the only way to be able to use a vague notion of a non-unique concept patented by a USPTO that just doesn't give a damn is to be another big company and be willing to fight it out in a court battle.

So... let's see... we kill off every small business, which employs the majority of the workforce, then scratch our butts and wonder why unemployment figures are so high. Here's the reason... small companies don't make sizable political contributions to lawmakers. So why do they give two craps about small business? They have a job, a quite comfortable one, thank you. Why would they waste their effort helping the thousands of companies that won't give any money back, when they could be catering to bigger interests that continually pull trucks of money to their back door?

You want employment? You want innovation? You want capitalism to work? Get rid of stupid patents. Make the USPTO work for a living. Kick out congressmen who would rather enjoy a nice, sizzly steak than think twice about Joe Sixpack.

Gamasutra wrote a pro-patent article, saying:

Patents, by their very nature, grant the right to exclude your competitors from stealing the fruits of your labor, and yet this powerful tool appears to be overlooked by the majority of the industry. In an effort to answer this question, we set out below to dispel what we see as the top myths surrounding patent protection of video games, and hope to encourage innovative game developers to take steps to protect their valuable innovations.

What the hell? Tell you what, let's replace the word "patent" with the words "machine gun" and see if it sounds any more convincing.

Machine guns, by their very nature, grant the right to exclude your competitors from stealing the fruits of your labor, and yet this powerful tool appears to be overlooked by the majority of the industry. In an effort to answer this question, we set out below to dispel what we see as the top myths surrounding machine gun protection of video games, and hope to encourage innovative game developers to take steps to protect their valuable innovations.

Same general gist. If dem der people try ter steel yer propertie, giv 'em a quik shot in the arse. Hell, it's my right to own a machine gun patent. Another quote from the Gamasutra article:

A classic argument among those who feel that the entire patent system should be abolished. You might want to make that argument to your representative in Congress, because unless the Constitution is amended to do away with patents, they're here to stay. In drafting the Constitution, our founding fathers recognized that the best way to promote progress in the "useful arts" was to reward inventors who come forward and share their inventions with the public by granting them a limited period of exclusivity in which they can exploit the fruits of their labor. In other words, discouraging slavish copying encourages innovation.

Wrong. This isn't what the founding fathers were talking about.

He who receives an idea from me, receives instruction himself without lessening mine; as he who lights his taper at mine, receives light without darkening me. That ideas should freely spread from one to another over the globe, for the moral and mutual instruction of man, and improvement of his condition, seems to have been peculiarly and benevolently designed by nature, when she made them, like fire, expansible over all space, without lessening their density in any point, and like the air in which we breathe, move, and have our physical being, incapable of confinement or exclusive appropriation. Inventions then cannot, in nature, be a subject of property. Society may give an exclusive right to the profits arising from them, as an encouragement to men to pursue ideas which may produce utility, but this may or may not be done, according to the will and convenience of the society, without claim or complaint from any body.
- Thomas Jefferson, letter to Isaac McPherson, 1813

We haven't evolved as a society by making ourselves grandiose versions of the Hatfield's and the McCoy's. We have grown by accepting and integrating a free exchange of ideas, concepts and principles that make us stronger. Firing warning shots at people close to your property and building a row of razor wire will only ensure that you become nothing but inbred and ignorant.

Tuesday, May 31, 2005

No Such Thing As a Free Beer

There's a weird, somewhat transient sense of "ethics" that comes with using Free Software. Free Software licenses, such as the GPL, do a terrific job at enforcing that the spirit of "liberated" software is that it remains free. Not free as in no cost, mind you, but free as in publicly available to all.

Some people struggle to understand what this means. The common phrase you'll often hear to illustrate the concept is that the software is "'free' as in 'free speech,' not as in 'free beer.'" The weird thing is that this is a freedom granted to the user, not to the owner, of the software. In a world where the owners are often given the most protection possible, this seems like an anathema of capitalism. Hence the term "copyleft" when talking about Free Software - it inverts the protection often offered by copyright licenses.

Even more people struggle to understand why the hell someone would release their hard work under a copyleft philosophy. From the experience I have, Free Software works well since in the end we're all consumers. We don't live in our own lil' self-sustained software ecosystem - we all depend on one another to get crap done. If we all build off of each other's work, if we all yield to the rights of the consumer, then eventually reap the benifits ourselves. You may be the owner of one piece software, but you're the consumer of a hundred other pieces. If everyone is protected as a consumer, and everyone is a consumer, transitively everyone wins.

But, just like every well-meaning philosophy, there are a group of wieners and dofuses that run afoul. You can't change that. On average, 80% of all people are idiots (dictated by my own "Chuckles' Theorem of Democracy"). So how do you protect your original utopian concepts? By making it legally binding and giving very specific terms of usage. That way at the very, very least you get someone who absolutely has to abide by the minimal terms set forth in your license and can't bring down the whole deck of cards.

Case in point. Sveasoft, which builds a Linux distribution for the infamous Linksys WRT54G(S), made everyone happy by creating an alternate firmware release based off of Linksys' GPL'ed codebase. Once everyone was happy, they started charging people $20 for using their support forums. Then they only started to release new firmware in the support forum. Then they started revoking people's subscriptions if they re-distributed the firmware (which they were allowed to do by the GPL, but by the same merit Sveasoft reserved the right to kick whomever they wanted out). Then they allegedly started threatening people who were offering the firmware releases to the public. Then they started charging for their next-generation of firmware releases, and required them to be activiated for a particular unit.

Technically, as long as they freely release the source code along with their binary releases they are still in line with the GPL. But people started to major league get ticked by the shift in protecting the user (so they could use or study the firmware for whatever purpose) to protecting the owner (who was trying to make money off his work). The point of reconcilliation here was that the GPL allowed redistribution and required source code disclosure of the firmware - but this was discouraged by kicking people off the forums. People felt shafted since their protection as consumers was no longer as strong as they had hoped.

But then look to projects such as CrystalSpace. Here's a team of developers that bust their respective butts to make sure people can easily use the framework, learn about real-time graphics rendering and develop their own apps. They've asked for donations, but mainly so they can replace their old, crusty workstations that were built using stone tablets and hamsters spinning inside wheels. Every piece of code, every scrap of documentation, every sample app is freely released. And the maintainers (very patiently, I might add) answer questions and help to develop the community. People regularly flock to CrystalSpace because they get to be in control over whatever the hell they want to do with it.

But where's the line in between? Think about Hibernate and Struts, two open source software projects that are widely used as frameworks for web applications. Yet the majority of the applications that take advantage of these LGPL'ed projects remain closed source, some available commercially. This is completely legit since the LGPL doesn't place restrictions on software that just refers to or makes library calls to LGPL projects. LGPL hasn't be violated. People don't raise a stink, so I'm taking it that they don't feel their user rights are violated. Maybe since Struts and Hibernate is mainly used to develop enterprise software people don't care nearly as much. After all, enterprises are still catching on to the whole "free software" concept, while individuals have been embracing it for decades. Maybe there are no consumers that feel burdened by closed enterprise software.

PlaneShift is another interesting example. Here's something that individuals would fight for their rights for - an MMORPG based on CrystalSpace. I actually did development for them briefly... they have an interesting stance of keeping their code open but their creative work (maps, character models, textures, story) closed. They have sizeable code contributions they give back to CrystalSpace, and their work has helped evolve a lot of the CS/CEL framework. The artwork, however, could be the commodity that could drive sponsorship/sales/membership. Again, people don't seem to balk at that... code is code, artistic content, however, is unique. In fact, this seems to be a point that Richard Stallman has made during a Slashdot interview and, related by Rusty, during a stump speech at The Bazaar in '99.

Or is it? Rusty claims that "programing may be an art but isn't Art" [emphasis his]. What about a unique and distinct AI algorithm that makes an NPC so weird but loveable? Or a procedural texture that renders so beautifully? Or an algorithm that spawns a forest of fractal trees? Or the events fed into a quest manager that drives the storyline? How about a visualization plugin to XMMS or Winamp?

It seems to me there's a more distinct difference between "unique" code and "core" code, and that's where the line should be drawn. "Core" code is that codebase that can be reused over and over by any number of projects. Hibernate, for example, can be reused for any number of purposes by a huge number of potential developers. The artwork for player characters within PlaneShift, however, can be a unique feature of PlaneShift itself. The AI algorithm that creates a dramatic character is a unique feature of a particular game, and perhaps can't be reused somewhere else. That which makes your application distinct and personal can be closed and distributed as "artwork," that which is global and reusable can be opened up for all to see. Some applications don't want to have distinctive or one-time-use features - they want to be as reuseable and functional as possible. Some applications want to be extremely unique - a visualization plugin for XMMS wants to be as different and distinctive as possible.

The difference is also in how much collaboration can be done. In art you're usually taking the thoughts, emotions and impressions of the artist and trying to portray them on whatever medium that artist is most expressive with. It could be film, canvas, clay or C++. Free Software seems to be, at its very heart, about collaboration. Everyone has equal access to code, and must submit its contributions back to the community. This collaborative process makes the software stronger and more refined. But it's hard to have that same collaborative effort with art... when someone inserts their impressions into the medium, it may change the voice of the original work entirely.

Maybe art is that which becomes something entirely different of something is added or taken away. Take away one word in Tom Sawyer, for example, and it ceases to truly be Tom Sawyer. Add some nips and tucks to ConsultComm, however, and it remains ConsultComm. Perhaps the standard is that art must stay intact to preserve its meaning and its impact.

Monday, May 30, 2005

I Hate That Cliché!

Always poignant, sometimes pungent David Wong recently posted an article about the "20 things gamers want from the seventh generation of game consoles." Aside from his very true observations about crates, stale genres and straight-out lying about in-game graphics, he also mentioned a few design items I thought were dead-on:

  • Doors aren't indestructible. Big wooden doors can be obliterated by a rocket launcher. A padlock won't help.

  • Games shouldn't have load times. It's true - now that I have next to no free time, I don't want to waste it trying to find the CD, then loading, then waiting for the distributor's movie to roll, then the producer's movie to roll, then the studio's movie to roll, then the intro cinematic to roll so I can go to the menu, load the last savegame, wait for the level to load, then get into actual gameplay. I'm already bored by the time I see any action.

  • Women are a HUUUUUUUUUUUGE audience that's being overlooked by nearly every single major release. Go to WomenGamers.com sometime and look around. Not only do they have better observations on the market than most sites (they were the first to actually convince me that Ageia's Physics Processing Unit might actually be worthwhile), but they also make excellent points about how game studios have absolutely no clue how to relate to the female gender. If any other business was so stupid, they'd be laughed off the planet. The gaming industry, however, is content to lose 50% of their audience because they never got past having gum spit at them by girls in high school.

    I'm hoping that by actually listening to the dissent out there... most of which I can really agree with... I can avoid some of the same design pitfalls.
  • Ah... Working at Home

    I took this three day weekend to do some extended hacking on my current project. I'm forcing myself to use CEL instead of CrystalSpace now, which means I just recently ditched my working engine with an isometric camera angle to use CEL's simple camera that follows the character everywhere.

    I'm working on getting an isometric viewpoint working, but it looks like its going to take more code. Still, if this means that saving/loading/collision detection/managing meshes is going to be easier, the longer ramp-up time should be worth it.

    It's so nice to hack in my peaceful abode. My better half has been wonderfully supportive in letting me hack away at my new pet project. And now I can blog when thoughts pop into my head instead of waiting until after work. I should take some vacation time to continue hacking next week. Ahh... so nice...

    I've been re-reading C++ Primer, Fourth Edition, trying to force my brain to switch from Java mode to C++ mode. It's amazing how much I've forgotten about pointer arithmetic and inline directives. It's a good book, albeit very anti-C.

    Tuesday, May 24, 2005

    Music Fills the Air... and Dead Air

    Some of you may have seen Eytan's comments to a post a while back. Actually, no one saw them because only two or three people know of this blog's existence. Anywho...

    Two of Eytan's original performances can now be had here at this very blog. Check out Carolina Shout and the transcendent That Mesmerizing Mendelssohn Tune. Ever since he e-mailed them to me I've been tapping my feet and dancing in my chair. One day I hope to listen to them.

    On the topic of gaming, it appears that GamingFM is down for the count. Up to you to decide if its for good or not. It's a bad sign, tho, when the streams go completely dead for two weeks and the server admins haven't updated the site in just as long. No word from the GamingFM crew what's going on - which probably means they're gone for good. Sad, really.

    Friday, May 20, 2005

    Isometric Engines

    I've halted work (for right now) with the texture mapping tutorial. My brother and long time encourager of my level building skills had a good game idea - so I'm going to try and flesh it out. If he can do the art entities (I'm hoping he can get up to speed with Blender and do some mesh work) then I think we can definitely do something. I'm working on building an isometric engine using CEL and CrystalSpace... something that CEL seems to do exceedingly well. It's basically just a fixed camera angle within the standard engine - your level design just has to adjust accordingly.

    Once again I forgot my sketchbook, which I'm going to have to carry around if I'm going to remember all these design ideas.

    Now the fun with building a dev environment.... w00t... just upgraded to SuSE 9.3, and the freakin' ATI drivers keep uninstalling my libGL.so symlink. So I have to keep reinstalling the xorg-x11-mesa drivers.

    Wednesday, May 11, 2005

    I'm not dead yet!

    Springtime illnesses. Ugh. I live in a petri dish. Well... more like a cattle ranch.

    Anywho, it's tough recovery but I think I'm ready to start working on an isometric implementation of CrystalSpace. That'll be fun.

    Freshly stuffed with chicken wings. Let's code!

    Saturday, April 30, 2005

    Fin

    I'd like to make a special announcement. As of yesterday, I burned all my home movies onto DVD, took the DVD filesystem and copied it to the fileserver, then stowed away the actual media in my backup archives. The raw AVI Type 2 feeds were deleted and replaced with the MPEG2 VOB's.

    The home movie transcoding project is now marked as complete.

    Damn. That was not easy. But I must say, I learned a lot about how to produce DVD-Video. Most noteably:

  • Windows (XP Pro at least) absolutely sucks at pulling frames from a DV interface. Absolutely and completely. Linux didn't drop a single frame unless memory was being taxed for some other process. So ripping raw DV as AVI Type 2 was only really feasible on SuSE.

  • Linux (currently) absolutely blows at transcoding DV into MPEG2. The software is there... the fool-proof tools aren't. For some reason MJPEG consistantly produced absolute rubbish MPEG2 streams, and ffmepg would work spectacularly aside from random garbage, bad timestamps and codec errors every so often. But having just one error every so often ruins an entire DVD, so it was nixed. And while I'm a so/so fan of Nero tools, Nero Express 3 on WinXP Pro transcoded the video and built the DVD filesystems (including some really spiffy menu screens) beautifully. Linux has a way to go with DVD authoring, Nero has it now.

  • Apple makes the best DVD media. But it would be cheaper for me to buy an entire publishing studio than to buy a 20-pack spindle. I used Sony's instead. TDK was the only dual-layer media I could find at the time.

  • NVidia's NVDVD is actually a neat lil' tool - one I'd rate as the best media player on the market right now. Fast (in rendering, not loading) and unobtrusive, I'm using it for everything now. In Linux, there's half a dozen media players that are fantastic. Take your pick.

    Alas... I'm done. So happy. Now, once I heal from being sick for the past two weeks, I can get back to finishing SystemInfo. Then work on my CrystalSpace stuff. Ugh.
  • Monday, April 18, 2005

    I Hate Walking

    I've been trying to pick back up with Morrowind and Thief: Deadly Shadows recently. You know what they're big on? Walking.

    Somewhere down the line the "RPG avatar" became the "video game powerwalker." It's like someone watched Final Fantasy being played and said "Hey! You know what defines this series? You need to walk places! Walk, walk, walk. That's a funny word, isn't it? W-a-l-k. Walky walky walky."

    So you just scored some big loot. In the original Thief series, they just gave you cash right up front. They trusted you'd find a fence somewhere to sell your diamond-encrusted full plate of armor. But now... nooooooo... they've incorporated "RPG elements," which means you need to go walk from town to town (and level loading screen to level loading screen), finding places that buy furniture, antiques, plate armor, handicrafts, birch bark canoes, etc. Because I don't already have to wander enough from place to place running errands in real life.

    I don't mind walking around and enjoying the scenery. In fact, 90% of my time in Morrowind is spent enjoying the scenery. But this is supposed to be an escape from reality. Not an attempt to run chores on an ethereal plane.

    Thursday, April 14, 2005

    Healin' Feelin'

    I had no better title that came to mind. Sorry.

    Wow. Bad chicken in the pasta. Severe gastric pain for two days. Ick. Kids, don't try that at home. Adults either. Ow.

    Ummm... so... I must now confess. My train of thought has so completely derailed that recently I bought a breadboard, logic circuits, a zener diode, resistors and a lil' booklet to learn how to build circuit... stuff... I DON'T KNOW IT SEEMED LIKE A GOOD IDEA AT THE TIME.

    Coder's block. See, my thought patterns don't just work like a deck of cards... they are a deck of cards. That is, if I don't have a full deck stacked, it just doesn't work. Kinda like... riiiiiiight... now.

    C'mon... *slams head against table* C'MON!!!

    Wednesday, April 13, 2005

    Bad Chicken

    Bad chicken... now... severe pain... ugh...

    Thursday, April 07, 2005

    MultiInterTrans

    I have to share this spam...

    On behalf of the organizing committee, I would like to extend a cordial invitation for you to attend one of the upcoming IPSI BgD multidisciplinary, interdisciplinary, and transdisciplinary conferences.

    Wow! Multi, inter AND transdisciplinary! How is that even physically possible?!?!


    In the days when Sussman was a novice Minsky once came to him as he sat hacking at the PDP-6. "What are you doing?", asked Minsky. "I am training a randomly wired neural net to play Tic-Tac-Toe." "Why is the net wired randomly?", asked Minsky. "I do not want it to have any preconceptions of how to play." Minsky shut his eyes. "Why do you close your eyes?", Sussman asked his teacher. "So the room will be empty." At that moment, Sussman was enlightened.