Game, Wiki 

Fiddled with the wiki, so that the image gallery can be inlined from the Image Gallery. This is done by using a wiki page code.embed.gallery.game and putting the HTML/JavaScript there, then in the Game page, putting <embed gallery.game>.
The embedded code actually uses a XMLHtmlRequest to pull the gallery HTML and insider it into a div element. This was done, rather then an iframe, because the Gallery2 component was designed to be inlined. It recommends using the PHP readfile function to do so, but the Javascript way works as well, and causes the gallery to be loaded AFTER the page load, rather then delaying it.
Fiddled with the wiki game.side page (that describes a custom side menu for the game section) to have it automagically build links as pages are added to the game group.

Added some description of the games crafting design.
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Irssi, Wiki 

Fiddled with the Irssi IRC plug-in more, improved the server-side line wrap unwrapping.

Installed a Wiki on this site, using BoltWire. I haven't used this package before, but it doesn't require a database, and seems to do some things quite cleverly.
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EvoGrid, IPv6, Game System 

Got the EvoGrid code up to the point where we hit most of our milestones and the processes can now be run continuously and in parallel.

Updated my IPv6 configuration, as my tunnel provider moved their connection from a tunnel to a native service provided by their hosting. This required changing my IPv6 prefix. My blog came in useful for finding the process I'd used previously

Doing some concept development for NPC behavior in my Game. Focusing primarily on movement. Also documented part of the resource and crafting system concepts. Stored locally, pending creation of a wiki.
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Python, OpenSim, POVRay 

Spent a few hours writing a Python script to convert OpenSim OAR files to POVRay scenes. I consider this a learning exercise, although it could turn out to be a fun way of externally viewing a region. I currently have terrain R32 to POVRay mesh, although the triangulation isn't the same as in OpenSim. And it's uncolored. There is also blue transparent water. I also have sphere and cube prims being positioned and scaled. I don't have coloring for them yet either. I haven't tried texturing yet, although the liklihood of POVRay supporting JPEG2000 format textures isn't looking too likely.

I find the idea of a POVRay based viewer for OpenSim to be amusing. It's all primitive shapes, after all...
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December socialising, OpenSim, LibNoise, Second Life, EvoGrid 

Fell out of the habit of posting with December's social whirl.

Investigated a C# port of libnoise to test and confirm it produces the same noise. Some of the functionality was missing and noiseutils had not been included, so I produced a functional equivalent to the noise utils and confirmed I was able to produce the same terrain maps from the new library as the old library. Since this is pure C#, it can be ran on both Mono and .NET without any additional binary dependencies, which wrapping libnoise needed. This will be relevant if I make my terrain generation publically available.

Took some time over the last week to produce Christmas lights in Second Life. I made some last year that worked well, using particle effects, but since many snow, smoke or steam effects use more particles then they should, this only worked in certain conditions. Revamped the system to use some temp-rez objects (which look nicer after some prim tweaking), decreased script load (due to not having a moving object for placing the particles) and made the placement system more sensible. It's now at a point where I feel other people could use it. I also added gravity effects, so the line of lights hangs, but I feel this is going to need more work before I'm happy with it over long spans of lights.

I also continued work on the EvoGrid simulation manager, working on the database design for storing analysis results, while allowing for future expansion and re-evaluation of previously completely evaluated data.
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