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Undo/Redo and the documentation

Progress is being made on the map editor. The September 30th release still looks good. The catch is that I’m going to have to call it a beta release. I’ve run my project through epydoc, so there’s now some nice developer documentation for the project. Undo and redo has been mostly implemented. I just need to add support for a few more operations and it’ll be good to go.


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Graduation At Last

If I could give my past self some advice, it would be “Don’t graduate in 2015.”

Anyways, I managed to escape school with a degree, a minor, and honors. It’s hard to put into words how great it is to not have to even think about homework. When I go home for the day, I’m ACTUALLY DONE. Even though I’m working overtime it still feels like I have lots of free time. (This is mostly due to the warped definition of “lots of free time” that school gives a person)

Due to the economic downturn and the completely unpredictable nature of aviation, I have ended up working as a dispatcher/scheduler for the

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Infrequent Update

4-day weekend! This is good for several reasons:

  • Black Friday sales. Bioshock for $10, Enemy Territory: Quake Wars for $5, And a new 22-inch monitor for $150 shipped.
  • Time for code. I’ve made some decent progress on my game project’s map editor.
  • Sleep
  • Time for grading papers
  • Time for some graphics work. I whipped up a logo for Blaze

Another random bit of news: I have switched text editors from SciTE to Textadept. The fact that Textadept has split-pane capability and themes that actually apply to all the languages did it for me.

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Map Editor 0.1

After a Thanksgiving break and roughly 2,300 lines of Python code, version 0.1 of the Yet-To-Be-Named game project’s map editor is finished. The only requirements are Python, pyGTK, and pyCairo.

Features:

  • Create maps from PNG tilesets
  • Unlimited layers
  • Writes to and reads from an XML file format
  • Support for drawing collision detection information
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The Elder Scrolls Mod

My mod for The Elder Scrolls 4: Oblivion. It adds two swords, a shield, one cuirass, and a battlemage robe.

Unzip the file and copy alaran.bsa and alaran.esp to C:\Program Files\Bethesda Softworks\Oblivion\Data, enable the mods, and enjoy. The shield, swords, and armor are for sale at Morvayn’s Peacemakers in Anvil. The battlemage robe is for sale in Rindir’s staffs in the Imperial City Market District.

Also, I’ve been playing a ton of Minecaft for free here, and I just can’t stop. I wish I never played the game, but my friend just had to show me this site. Fortunately, I can somewhat control

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Nintendo DS Blender Export Script

Suzanne DS

This is a Python script for exporting 3d models into a format that the Nintendo DS can understand. This script outputs a C source code file that can be compiled and linked into your DS homebrew application. See the DrunkenCoders Documentation on the format of the display list.


Use

Use the export script to save your model to a C file. Keep in mind that the DS will not handle high-polygon meshes well. Place this file inside your “source” directory (assuming that your project follows the directory structure of the ndslib examples). Then create a .h file that looks like this: const

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NDS Flight Computer

DSixB
I’m currently writing a simple flight computer for my Nintendo DS. In its current form it does weight and balance calculations and performance calculations for a Cessna Skyhawk. I may or may not ever release it to the public due to liability concerns. (And I might be the only person in the world who knows how to fly and also does DS homebrew…)


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Blaze

I am currently the project maintainer for the Blaze physics engine. This mostly amounts to writing documentation and fixing bugs.

Speaking of writing documentation, I’m in the middle of updating comments throughout the Blaze code base. Expect to see a nice API reference like what Tango has in the near future.

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DSixB, Blaze, The Map Editor, and Flight Instructing

I’m certainly doing a good job with keeping my “infrequently updated” title accurate. Anyways, stuff that’s new/exciting:

DSixB: I wrote a mass and balance calculator for my Nintendo DS. It currently only calculates numbers for the Cessna 172R Skychicken, but there’s code in place for it interpolating landing distances, takeoff distances, climb rates, and calculating pressure altitudes. The hard part is writing a user interface for it. The math is easy.

Blaze: I’ve started work on the Greate Blaze Documentation Project (or GBDP for those of you who enjoy inpronounceable acronyms) My goal is

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Game Project

My big project… The one that never gets done. Everyone has a project like that… right?

The eventual plan is to create a 2d side-scrolling shooter similar to Megaman X. The game will be written in the D programming language and make use of the Arclib game library. Graphics will be created by me in 3d using Blender, and then rendered at sprite-like resolutions. I’m in the engineering stage of the project.

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