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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EvoGrid, Joomla, Game 

Improved the daemon implementation, and implemented a grid-based temperature calculator, to allow identifying localized increases in temperature.
Also did some mangling of the Digital Space website code, so that my automatically generated date index only showed up on pages where there articles had been sorted by date. It didn't work on pages without that sorting, and didn't make sense to anyway.

Spent a while implementing a custom libnoise module that can create a bounding box, with a transition border. Used this to generate a terrain map with a guaranteed below water edge. Notice on this image there are no islands running against the edge of the map.



This is an "artificial" constraint to apply to the "pure" noise generation, but what use is automatic data generation if it doesn't do what we want? My next thought is to make a module that allows me to make flat areas on the map, to have the data generator auto-magically include flat sections for building placement (because my manual terrain mangling skills are less then stellar).
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EvoGrid, OpenSim and Game 

Working on getting the EvoGrid simulator to run repeatedly without crashing. There are several memory leaks in the container process that I'm in the process of tracking down. Each time one is fixed, the looping nature of the simulation makes another become more serious. Currently the simulation will do 1000 loops with 1000 atoms and use approximately 100MB of leaked RAM. However, since this is our current sample size, it "works" as long as we have 256MB in the VM. this won't be acceptable long term, but may be a sufficient compromise while I work on further parts of the tool chain.

Started using OpenSim as compiled from their GIT repository. I'm using the 0.6.7-post-fixes branch, which I've further branched to make my own changes.
I've made a change that allows each ScenePresence (the in-scene data object for an avatar) to have its own AnimationSet. This means each avatar can have different animations for the different states, such as WALK, STAND, etc. In effect, this allows a server-side AO (an AO is an animation override, which allows people on the SL grid to appear to use custom walk animations), without actually needing to override anything.

I've extended my bot implementation, using a Boids implementation as a test of getting them to move. After working out various quirks, this is now pretty functional. It's not useful, but I'll pull the implementation out so it can be used on all scene objects (such as linked prim sets) so we can have prim birds flocking, as well as monsters moving in packs. The logic is built on the same basics.
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