You are currently browsing the archives for the month: June 2008.

June 20, 2008

Special creative project

Yesterday I wrote a rather long and, I hope, interesting little…thing. Not really a short story…more like an entry in a fictional encyclopedia. Given that the authors on this particular website are traditionally anonymous, I probably can’t show it to you. But it’s good to stretch one’s creative muscles every now and then.

June 18, 2008

Compiling and running DirectX: Some pitfalls

I’ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, […]

June 17, 2008

Stuff 2, PNGs

More work on Secret Project 1. Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.

June 14, 2008


Last night I stayed up working on, uh, let’s call it Secret Project 1. You’re just going to have to trust me on this.

June 13, 2008

Wiki Upgrade

I’ve upgraded the Chaoseed Wiki to MediaWiki version 1.12.0. As of yet, it doesn’t seem to have slowed the influx of spam. However, I believe this version should provide more tools for preventing spam, so I’ll be investigating those soon.


A Critique of MyMiniCity; Also, cool PHP bricolage

So, if you’re not familiar with MyMiniCity, you might want to check it out. I think it’s a rather clever idea. The basic “play” of MyMiniCity goes as follows. Create a city. This gives you a subdomain, like (Full disclosure: It’s a city I started). Each city page has a neat little Flash map […]

June 10, 2008


I’ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua program that builds a room when it executes. This is a definite improvement.

June 6, 2008

Platforming with Lua

Today I spent a while working with Lua. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object’s member function as a function pointer to […]

June 3, 2008

Platforming part 2

I’ve gotten the platforming engine working so you can define various “rooms” for the protagonist to wander around in. The rooms also have “doors” that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)

June 2, 2008


I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.