Archive for the ‘Plans’ Category

atlhack art: sticker

Sunday, December 4th, 2005

If we find a way to produce static stickers (pdf):

sticker

Hackfest 1011 Mortem

Thursday, November 3rd, 2005

Nov 3, 2005 – Hackfest 1011

Notes: Next hackfest Octane is serving beer.

from m-w.com:
Main Entry: whole·some
Pronunciation: 'hOl-s&m
Function: adjective
1 : promoting health or well-being of mind or spirit
2 : promoting health of body
3 a : sound in body, mind, or morals b : having the simple health or vigor of normal domesticity
4 a : based on well-grounded fear : PRUDENT <a wholesome respect for the law> b : SAFE <it wouldn’t be wholesome for you to go down there — Mark Twain>

Since last week:

Ben-
Fixed the Settings bean. Fixed other minor bugs, but Yannis made him cry, bitter tears.

Graham-
Worked on fixing glitches in output, not done. Worked on making Runtime.exec calls in SWIMM.
They don’t seem to be returning.

Vinny-
Helped Graham debug. Hosted parents. Mouse mvt and performance stats on OGRE + Commotion – 80 fps.
Fixed nasty XCode plugin bug – subclass responsibility error.

Luke-
Fixed his website – rss feeds went to blog posts. Kernel framebuffer debugging.

Titus (remote)-
I finished the PIC article this week.

Plan for Today:

Ben-
Get Intellisense working, capability built into NetBeans.

Luke-
Work on cleaning up website more, plam programming.

Graham-
Continue to debug writeWithSpeedup. Fix Runtime.exec calls. Luke suggests quiet option.

Vinny-
Working on Google Maps application.

Titus-
Working on a filter for Wikitext –> Markdown. Basically, because I’m trying to convert my blog to WordPress.
I’m using the Text_Wiki PEAR class, and modifying it with a ‘markdown’ target.
by modifying this: http://wiki.ciaweb.net/yawiki/index.php?area=Text_Wiki&page=HomePage

Today’s Reality:

Ben-
Discussed religion.

Luke-
Discussed religion, configured kernel. MythTV is awesome.

Vinny-
Rails is very slow on the server.

Graham-
Successfully debugged Runtime.exec, Vinny helped with glitches.

Hackfest 1010 Mortem

Thursday, October 27th, 2005

Since Last Week:

Ben-
    Added interactive invoke main method. Ran up with issues, but it’s usable.
    Still has issues with Settings in JavaBeans. TAs will start using his autograder in mere days.
Graham-
    Speeding up a pop song seems to work, but my output has glitches.
    The glitches happen even when you speed up by a factor of 1.0, which should in theory do an exact segment-by-segment copy. So the glitches come from an error somewhere in the process, above any errors that may be in the segmentation process.
Vinny-
    Wrote a small GMaps application for finding CS schools.
    Wants your support – workshopping support.
    Has started working on db support with Ruby on Rails.
    What is the most useful feature for you, applying to schools?
Titus-
    His Article is due Nov 1, it’s on doing PIC microcontroller sims in Linux.

Plan for Today:

Ben-
    Debug Settings object in JavaBeans.
Vinny-
    Leading discussion map app. Maybe gamey stuff in Commotion.
Graham-
    Refactor some of my segmentation, try to kill glitches.
Titus-
    Testing bleeding edge and fixing software GPSim, GPASM, SDCC, all to write an article.
Mike-
    Doing the school, math and linguistics.
Stephen-
    Nonlinear optimizations.

This Week’s Reality:

Graham-
    Stole music, chatted with Stephen and Mike, gave Vinny a use case. Suggested Dynamic Queries for CS Map.
Vinny-
    Installed rails, wrote caching scraper for college board. Collected use cases.
    Has compiled a document of several use cases for his systems.
Ben-
    Danced to the music, over and over and over again.
Titus-
    Working on his article, came up with examples. How to do interrupts (pushbutton), using the built-in timer. Should finish article this week.

Hackfest 1001 Postmortem

Thursday, October 20th, 2005

–  Since Last Hackfest
    –  Luke
        –  found blurb about alpha Firefox UI feature, tabling his
              firefox project
        –  wrote simple CLI for jhymn  on Linux
        –  spent some time hacking a linux bootloader for palm treo
              (like GARUS)
    –  Matt
        –  Idea: chronological scale for google maps
    –  Graham
        –  Went to startup school
            –  Is going to write it about it tomorrow (says vinny, really on the weekend)
    –  Ben
        –  More autograding stuff – added something so that it can
              read in a request for a complete regrade of a test
        –  Made things nice and user friendly
    –  Vinny
        –  been playing with lisp/scheme, made cool drawings in
              logo/scheme
–  Today’s Plans
    –  Luke
        –  Website cleanup/maintenance
        –  play with Palm bootloader more
    –  Matt
        –  Haning out, might head home to work on PC
        –  Sketch user interfaces
    –  Graham
        –  Music editor is STARVING
            –  fixing "write with speedup"
    –  Ben
        –  Write something to let the TA run a specific method
    –  Vinny
        –  muck around with scheme/logo more
–  Today’s Realities
    –  Matt
        –  on vague timeline-animated-map-idea: babysteps, in the
              form of touching base on java(?) and GIS
        –  Also: brainstorming on a slick name, with approriately
              pretentious allusion
    –  Luke
        –  Got website things done.  TikiWIki updated.
        –  mail organizing and DHCP debugging via packet sniffing
    –  Graham
        –  Defeated the System.EngineExecutionException by
              reorganizing variables… marshalling issue?
            –  still buggy, tho
    –  Ben
        –  Reorganized some code
        –  read a lot of PhD Comics.com
    –  Vinny
        –  learned the shape of a nautilus shell
        –  wrote some scheme/logo to draw one

Hackfest 1000 Mortem

Saturday, October 15th, 2005

Oops, forgot to post this.  =P

Ben
 o This past week, put together a working demo for the TAs, got some feedback.
 o todo: want to put together a new test type that allows the TA to run a specified test.

Graham
 o This past week, installed frootyloops on his notebook, did homework like a madman.
 o todo: will install emacs.  read swimm sourcecode

Luke
 o This past week, started working on developing apps for trio.  Started writing a bootloader for linux.
 o todo: came up with an idea to improve usability for firefox.  (Navigability without a mouse).  A "generate links" button.
   Also, intelligent transparency.

Vinny
 o This past week, did 3d integration in commotion.
 o todo: want a behavior that puts a terrain in a 3d scene.

Things we learned today:
 o Courtship is the platform of the socially inept.
 o Jesus was a hippie.
 o Graham wants to cruise Nebraska to knock up women.

 

Hackfest 111 Mortem

Friday, October 7th, 2005

Hackfest 111 – Oct 7 2005 7:30 PM

Since Last Time:
Graham: Fun with MPI and OpenMP for his Operating Systems class.

Ben: Has completed much of what the old autograder did in his new framework.

Vinny: OGRE 3D is working with commotion. Basic 2D object tracking is also working.

Titus: Job Interviews.

Luke: Fun with XWindow IDs and reverse engineering windows-only eclipse plugins.

That night:
Graham: Investigated Ning, considered purchasing an audio device for the laptop, and pondered emacs.

Ben: Added UI sugar and honey to the autograder in Netbeans.

Vinny: Worked on Drupal and lost, but he went out fighting.

Luke: Self-realization, Self-rationalization, and a decision to cancel plans to buy a home. Did some dhcp debugging a bit too.

any corrections or missing info? 

Hackfest 110 Mortem

Thursday, September 29th, 2005

Hackfest 110 – Sept 28 2005 7:30 PM

titillating facts:
Ben likes Firefly because it’s Sci-Fi, but they don’t explain any of it.
Ben hates the Magnetic Fields. But likes to dance to other pop music.
You can see the Octane music list from iTunes.
dmesg is one way to figure out what Linux distro a system is running.
/etc/redhat-dist is another way on machines that run some RedHat.

Since Last Time:
Ben-
Autograder generator done, TAUI underway. Cannot view/edit results.
Vinny-
Discovered physics abstraction wrapper – GangstaWrapper (like Ogre abstracts 3d libs) abstracts the underlying physics engine.
Commotion into source control.
Graham-
Nothing on Mused. Setup svn for SWIMM but it’s not working.
Titus-
Found CDT, a plugin that adds C[++] support to Eclipse.
Some Wine development. Trying to get the Newsleecher installer working.
Right now, the installer doesn’t work. It doesn’t let you create directories. The installer is written in Delphi, and it seems to be some sort of win32 problem involving Delphi code.

Plans:
Ben-
Reorganize build structure to remove an extra module and make it simpler.
Get test editor working.
Vinny-
Do something basic in Ogre using Commotion, like basic geometry.
Graham-
Fix the problem with SVN.
Get my file speedup stuff working, which might be hard because I haven’t touched it in weeks.
Titus-
Finish reading EMF (Eclipse Modeling Framework) chapter 1-5.
Stephen-
Doing homework and teaching the graphics gospel.

Realities:
Ben-
Reorganized build structure. Cleaned up ties together.
Vinny-
Reduced 250,000 errors to 2 (bizarre objC error). Basic Ogre setup hacked into Commotion, but not quite.
Graham-
svn now authenticating, rejecting everybody.
Titus-
I messed around with CDT today, and just worked with the Eclipse environment some more. I think it would be helpful to actually be an expert on the environment, as it’s hard to both program for it and learn how it works (from a user perspective) at the same time.

Why Engine Games Suck, or, Why Game Design is About Rules

Tuesday, September 27th, 2005

What is a game?

[game] noun: a form of play or sport, esp. a competitive
    one played according to rules and decided by skill, strength, or luck (Oxford English Dictionary)

 
Games are fun – thats why kids play them.  Games are about exploring the possibilities of your surroundings, devising a limited set of rules, and then interacting with your environment as limited by those rules.  A ball, some people, and a flat surface can turn into golf, football, soccer, kickball, baseball, or basketball.  All of these share the same basic elements, but otherwise differ widely due to the application of a (generally) small set of rules.

Engines are games without rules.  They are generally based on other rules that are too boring for us to care about, like the rules of physics, sound, or computers (graphics engines, sound engines, etc).  Sometimes, engines are made that try to make creating games easier – these are called game engines.  They usually tie together all the other engines that you might want to use, and provide a framework to base a game upon.  Some game engines are the Quake, Quake 3, and Doom 3 – any of these can be purchased, so that you can write a game using them.

Sometimes, game engines are released as games – like Doom, and Quake 3.  These games tend to get a lot of hype – look at the smooth rendering and high framerates of Quake 3, or the 2.5D environment simulated in real time in Doom.  Unfortunately, these games tend to have short shelf lives.  Doom got the best run of this, due in part to factors outside of gameplay: being the first game massively distributed over the internet, and the relative adolescence of computer games in general.  Ultimately, they tend to have a short shelf life once the hype wears off.

Ground breaking engine games are tough, and then generaly come out poorly.  I think the reason for this is the same reason as any ground breaking software development project: breaking new ground requires research, experimentation, and analysis of your experiment.  Once you’ve figured out the lay of the land that you have recently created, you can now devise a structured environment to play in, ie a game.  Games will always be about imposing rules, because rules are the essence of games.

Games that have great engines

doom, doom 2, doom 3
quake (1,2,3)
grand theft auto Vice City
sim city

 
Poor Games Good Games
doom                   doom 2
quake quake2
quake3 Sim City
doom 3 GTA Vice City

            

Used New Engine Used an Existing Engine
doom                   doom 2
quake quake2
quake3 GTA Vice City
doom 3
Sim City  

      
    Whats different with Sim City?  It was written to be a simulation of
    demographic forces, and was later turned into a game.  It also took
    years to develop.

Suckerville: the Game (miniature agent-based society simulator toy)

Monday, September 26th, 2005

Suckerville: the Game (early planning phase) is based on the comics I write. A few of which are at my comics page. I thought it would be neat to create a game with these characters where you could interact with them. This idea transformed into a lofty concept for a complex(-ish) society simulator. This game is single player and therefore all of the society, except for the players character, are simulated.

This game is loosely inspired by the Nintendo’s “Animal Crossing.” I saw my brother playig it one day and noticed his character had a shovel. I asked if he could hit people on the head with it, for a hilarious cartoony response. The answer was no, unfortunately. I thought I’d make the game like this except you could hit people on the head with a shovel. Naturally this would only be fun If they reacted to what you did, but how far could this go? The problem with the characters in Animal Crossing is that everything they do is tightly scripted. How can characters made to be dynamic. Many game programmers dream of creating emergent behavior in their dynamic content. Is this even possible?

Imagine walking around a city of ridiculous cartoon characters. They talk to you and to each other. They tell you what they like and dislike. They tell you that they don’t like it when you hit them with a shovel. They don’t like it when Charlie down the block hits them with a shovel and ask if maybe you could do a favor and hit him with a shovel. And the shovel smacking is only one of the many things you’ll be able to do. The point is, the characters “know what you are doing and they “remember”, and this affects the way they behave towards you. These characters are not like the typical video game characters that sit around helplessly while you run their errends either. They can do all of the same things you can do. And they can talk to each other as well as you.

The original idea is based around concepts

  1. Each character in the game can do anything the player can do. They do not sit around and wait for you to talk to them, but rather they have a simulated daily routine.
  2. Each character can like or dislike objects, characters, places or actions. Each can observe what any other character does, including the player, within their vision and decide whether they like or dislike what is happening.
  3. Characters can talk to one another and spread their information.
  4. Goofy stuff should happen often. The game should be dynamic and things should change over time. The general feel of the game is one of mayhem and humorous mischief.
Goals and Challenges

To make the game as dynamic as possible. In a game each character may become your friend or your enemy. Maybe you’ll see them a lot, maybe very little. Where are your favorite places? Can the game seem different every time? How can you make the game elements random but not seem like noise? Can the decisions a player makes, make a big impact in the world?
They characters should be complex enough to be interesting. Each character should seem different from the others, and should seem to have a life of their own. Their personality and personal experience should affect what they decide to do. The player should get a sense that there is a whole world around him and that much goes on behind his back.
How far does their AI model need to go at simulating their personality? Is it possible to make the model complex enough so that they seem life-like? Can a general behavior model allow each character to have quirks? What sort of group behavior will emerge?
The player should feel free to do a variety of things. No game will allow a player to do everything, but the player should be able to react to the people and objects in the world in a variety of ways.
The game should be funny. Is it possible to create emergent comedy?

Ok, Here’s A First Stab at atlhack

Tuesday, August 23rd, 2005

What do you want atlHack to be?