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	<title>Othala.co.uk &#187; Programming</title>
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	<link>http://www.othala.co.uk</link>
	<description>DNA Communicae</description>
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		<title>WorldPay Select Junior Invisible Module (osCommerce)</title>
		<link>http://www.othala.co.uk/2008/03/28/worldpay-select-junior-invisible-module-oscommerce/</link>
		<comments>http://www.othala.co.uk/2008/03/28/worldpay-select-junior-invisible-module-oscommerce/#comments</comments>
		<pubDate>Fri, 28 Mar 2008 13:04:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://www.othala.co.uk/2008/03/28/worldpay-select-junior-invisible-module-oscommerce/</guid>
		<description><![CDATA[This module will handle transactions between the osCommerce Shopping Cart package, and WorldPays &#8216;Select Junior Invisible&#8217; processing method. This allows for transactions to occur seamlessly between store (osCommerce) and processor (WorldPay), removing the need to transfer the user away from your cart or site. In order to use this module, you will have to qualify [...]]]></description>
			<content:encoded><![CDATA[<p>This module will handle transactions between the osCommerce Shopping Cart package, and WorldPays &#8216;Select Junior Invisible&#8217; processing method. This allows for transactions to occur seamlessly between store (osCommerce) and processor (WorldPay), removing the need to transfer the user away from your cart or site.</p>
<p>In order to use this module, you will have to qualify for an &#8216;Invisible Installation&#8217; with WorldPay. If you are your own provider and host of your Web Site (for this, I mean the entire infrastructure, not just an owner of some third-party Web Space) then you will be requried to become PCI compliant, which is an extremely lengthy, and some times expensive process. If your web site is hosted through a third party which support SSL certificates, this is usually enough for WorldPay. The activation process is painless enough, although if you are left waiting for more than a week, I would recommend phoning WorldPay directly and asking for their activations team. When I asked for an installation to be activated using this module, they initially did not complete an full order, and instead forced a transaction through. This resulted in an in-satisfactory interaction with WorldPay, and as such I had to speak to a representative and have them go through the full order process to ensure the module was functioning correctly.</p>
<p>This module comes up to all standards set out by WorldPay in order for providers to be able to use their Invisible service, and as such all that is required is the installation to be setup by the user; but then again, with WorldPay that&#8217;s always the hard part.</p>
<p>Installation details are included in the attached RAR. Further updates will be available here, and on the osCommerce Contribution page  <a href="http://www.oscommerce.com/community/contributions,5841" target="_blank">here</a>.</p>
<p>This is my first module for osCommerce, and as such may be a little bare-boned, but it seems to do the job just fine.</p>
<p>Enjoy!</p>
<p>Download: <a title="WorldPay Invisible 0.1" href="http://www.othala.co.uk/wp-content/uploads/2008/03/worldpay_invisible_01.zip">WorldPay Invisible 0.1</a></p>
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		<slash:comments>7</slash:comments>
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		<item>
		<title>Object Oriented Slideshow, in JavaScript</title>
		<link>http://www.othala.co.uk/2008/02/05/object-orientated-slideshow-in-javascript/</link>
		<comments>http://www.othala.co.uk/2008/02/05/object-orientated-slideshow-in-javascript/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 18:00:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://wp.othala.co.uk/2008/02/05/object-orientated-slideshow-in-javascript/</guid>
		<description><![CDATA[While performing general maintainance on a WebPage that I work on for my current job, I was asked to create a second SlideShow on our front page. Now up until then, the single SlideShow worked perfectly. We had no need to re-use it, and as such it was a relatively simple script. It took input [...]]]></description>
			<content:encoded><![CDATA[<p>While performing general maintainance on a WebPage that I work on for my current job, I was asked to create a second SlideShow on our front page. Now up until then, the single SlideShow worked perfectly. We had no need to re-use it, and as such it was a relatively simple script. It took input relating to the image path, and the URL it was to link to, and that was it. One drawback was the amount of code that had to be used, which involved three blocks of code; one to initialise the script, a second to manage the rotation of the images and links, and a third block to populate the script itself. Re-using this out-of-date script seemed a very brutish solution to a possibly interesting experiment and learning experience, but at the time there were a multitude of other jobs that I had to be getting on with, and so in came the brute.<span id="more-25"></span></p>
<p>Now, I have worked with Object Orientated code in C++, PHP, ASP and VB, but never with JavaScript. I had no idea how to go about creating a Class based script, that could be re-used with ease. Up until a few weeks ago, I had concidered JavaScript the lame horse of the family, but now I was to learn quite another side to this latent beast. After a quick Google session, I had mentored myself in the preliminaries of OOP in JavaScript. The next step was obviously to create a replacement script that would meet the needs that I set out for myself: a SlideShow script, that is not only re-usable, but also efficient, clean, and easy to use.</p>
<p>This new SlideShow script involves two blocks of code. The larger of the two describes the behaviour of the Class, manages the information provided and displays the generated output in the specified position. The second, smaller block creates the instances, and populates them with image, caption and link information. This new system that I&#8217;ve outlined will be able to handle multiple SlideShows, independant of each other, with a minimum of effort.</p>
<p>When writing this short-but-sweet script, the only problem I ran in to was in the way that JavaScript is called. As soon you call a function, it will execute, regardless of whether the rest of the page has loaded or not. I attempted to get around this using a function to check whether or not the elements to be used were available or not, but due to some strange interactions regarding the setInterval method, I eventually set the to-be solution aside for another time. The rather lazy solution I have gone with was to intialise the SlideShows after the Divs that they are going to use.</p>
<p>Anyway, enough of my yacking. On to the script! This block below is the mind and soul of this small SlideShow, and as such belongs in the HEAD section of the WebPage you will be using it in.</p>
<p>Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/oop_slideshow.js" title="OOP SlideShow Soruce">OOP SlideShow Source (JavaScript)</a></p>
<p>Once the above script is in place, you are going to have to place a Div to hold and display the generated information. You will also need to create a new instance of the slideShow class, and populate it with image URLS, Captions and Links. Below is an example of how to do this.</p>
<p>Download:  <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/oop_slideshowhtml.txt" title="OOP SlideShow Html Source">OOP SlideShow Source (HTML)<br />
</a></p>
<p>What the above snippet will do is first, create a new instance of the slideShow class, defining first of all the target Div (in this case, &#8216;testSlideShow&#8217;) and the delay between the changing of the slides (this is in ms, so 3000 = 3s). Once these initial requirements are met, you can then populate the new SlideShow with images using the addImage function. This function takes the arguements of Image URL, Caption and Link. Image URL is the only arguement that you MUST specify. The other two are optional, providing either a Caption below the image, or a Link to another URL.</p>
<p>This script does however have a few limitations in its current state. The size of the image is not defined, and as such the caption does snap-in upon loading a new image. Images are also not re-loaded, resulting in the &#8216;image loading&#8217; symbol appearing on the first visit to the page. These are both things I intend on improving upon.</p>
<p>Rock on!</p>
<p>Reference links:</p>
<p>XML.com: Object-orientated JavaScript<br />
<a href="http://www.xml.com/pub/a/2006/06/07/object-oriented-javascript.html">http://www.xml.com/pub/a/2006/06/07/object-oriented-javascript.html</a></p>
<p>JavaScript timers with setTimeout and setInterval<br />
<a href="http://www.elated.com/articles/javascript-timers-with-settimeout-and-setinterval/">http://www.elated.com/articles/javascript-timers-with-settimeout-and-setinterval/</a></p>
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		<title>Traveller WebLog</title>
		<link>http://www.othala.co.uk/2008/02/05/traveller-weblog/</link>
		<comments>http://www.othala.co.uk/2008/02/05/traveller-weblog/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 18:00:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://wp.othala.co.uk/2008/02/05/traveller-weblog-archive/</guid>
		<description><![CDATA[Below is the Traveller WebLog, from a development project that has been on hold for some time now, the goal of which was to create a space-based MMORPG for Sonys console, the PSP. 03-02-2007, 18:55 PM I&#8217;ve been working on the physics engine as well as a funky background effect. Depending on the speed you [...]]]></description>
			<content:encoded><![CDATA[<p>Below is the Traveller WebLog, from a development project that has been on hold for some time now, the goal of which was to create a space-based MMORPG for Sonys console, the PSP.<span id="more-31"></span></p>
<p>03-02-2007, 18:55 PM</p>
<p>I&#8217;ve been working on the physics engine as well as a funky background effect. Depending on the speed you are moving the star field is displayed masked over a star scape to give the illusion of movement. The entity engine is implemented and working allowing for easy access to the list of players (adding/removing entities, modifying properties etc). Next is the particle engine; again this is going to allow to not just include 2D attributes to the particles but also 3D. I&#8217;m hoping to be able to add a few funky effects such as bounce etc, we&#8217;ll have to see about that though.</p>
<p>Here&#8217;s a chart showing entity numbers vs FPS. Of course this is just from a test version which I&#8217;ve temporarily paired the physics and render functions, due to a strange problem with entities skipping a few pixels every few seconds when moving at high speeds, so when I fix that the FPS should jump quite a bit. As you can see at the moment 250 entities render nicely at 30fps, and I can&#8217;t imagine there being more than that many players on in the same vicinity during the first testing stages, not to mention optimizations I&#8217;m going to be making.</p>
<p>I&#8217;ll try and get a demo copy of this OpenGL version up for you guys to check out. It&#8217;s not much at the moment, but it&#8217;s certainly easier coding this in OpenGL than in straight graphics libraries. The star-field effect especially was really easy to implement</p>
<p>Enjoy!</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/travellerfpsvsentities.png" title="travellerfpsvsentities.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/travellerfpsvsentities.png" alt="travellerfpsvsentities.png" /></a><br />
02-24-2007, 16:27 PM</p>
<p>I have remade the resource holders allowing for dynamic loading of textures and masks into an easily accessible class. Entities(when they are re-coded) to have the associated texture holders, all modular and tidy&#8230;well, as tidy as my style allows <img src='http://www.othala.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The particle engine should be alot more impressive in this new version, as I can use the transformations to recreate not only spread, gravity etc as in the old version but also spin/rotation along with using blending for transparent textures/explosions/etc.</p>
<p>02-23-2007, 09:37 AM</p>
<p>Well, it&#8217;s been quite a while since I&#8217;ve updated you guys on Traveller due to real life(yes, REAL LIFE!?!) stuff, i.e. new job! Traveller is still in the works, but has been neglected quite a bit in the past months. A couple of days ago I picked up my old OpenGL code and started playing and have now got the basis of a 2D engine running in a 3D environment. This not only allows me to use funky lighting/masking effects in Traveller but lets me take advantage of matrix transformations for rotation, scaling, etc.</p>
<p>Once I have got a new physics/particle/res engine setup I will post a new tech demo to show the improvment over the releatively simple system that the old Traveller engine ran on <img src='http://www.othala.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>04-22-2006, 06:34 PM</p>
<p>Here&#8217;s a look at the linking of origin/destination of particle streams with entity entries. You can check out the demo eboot aswell if you want. The speed will drop due to there being many particles alive, but in the actual game there should never be anywhere near as many particles being managed as are currently in this tech demo.</p>
<p>As you can see from the screenshot below, particles that have linked origin AND destination pointers will use those two locations and calculate the heading and lifetime required to get to that point at a random speed between a min/max range.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part5.png" title="trav_part5.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part5.png" alt="trav_part5.png" /></a></p>
<p>04-21-2006, 03:04 PM</p>
<p>I&#8217;ve recorded a short video on my phone demonstrating all the functions added so far. It&#8217;s pretty low quality, but you can pretty much get the gist of it.</p>
<p>Features displayed:<br />
2D movement using physics engine<br />
Entity generation/management<br />
-check out when I hit the X button at 20s, it spawns an entity with a random heading/speed/direction/texture<br />
Particle engine<br />
-all options are changeable, including a reference to the tileset a particle should use, the minimum/maximum speed, heading/heading spread, minimum/maximum life and total amount of particles generated<br />
-origin/dest markers from an entity list and using headings derived from those entities points(as displayed between the two craft that are spawned upon load. they have a particle beam connecting them<br />
Tileset/animation system<br />
-check out the planet, you can see it is spinning. it&#8217;s a bit slow at the moment due to only using a test animation set, which only has 12 frames. the rate of animation can be changed in the preferences of the object holder<br />
Directional markers<br />
-if you can make out the blue lines coming from the players ship in the center of the screen, they are directional markers. they point to a certain x/y coordinate relative to your own. they will be used to display player made bookmarks, mission bookmarks, and should make creating a tutorial introducing you to the game a whole lot easier to do.</p>
<p>That&#8217;s it, I&#8217;m going to get to work on the interfaces now, and after that the event handler ready for the network layer to be added.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part4.png" title="trav_part4.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part4.png" alt="trav_part4.png" /></a></p>
<p>04-20-2006, 00:57 AM</p>
<p>The particle engine has been improved, implementing a much more efficient method of particle generation. Multiple sprites for a single particle stream are possible(or will be, once I finish it tomorrow) using the tile set system, allowing for more impressive particle effects such as fire, or debri. Another addition that I have planned is the ability to link the X/Y targets/origins of particle streams to objects entities, ready for the addition of weapons fire.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part3.png" title="trav_part3.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_part3.png" alt="trav_part3.png" /></a></p>
<p>04-17-2006, 01:22 PM</p>
<p>I&#8217;ve been working on the particle engine, and have got a little test working that attaches a particle stream to the players ship. These streams can be attached to any entity/object, and each stream has customisable spread/color/lifespan. Currently it&#8217;s only working with pixels, but adding a sprite layer ontop of that will be very easy.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_particle.png" title="trav_particle.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_particle.png" alt="trav_particle.png" /></a><br />
Edit: I&#8217;ve added a sprite overlay for the particle system, here is a screenshot of an alien invader eating my ion trail!</p>
<p>04-16-2006, 11:42 PM</p>
<p>The tileset system is done and dusted, and so I thought a universe with one ship would get a little dull. Here is a concept for a mid-size cruiser, from some wacked-out backwater alien world!<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ship2.jpg" title="ship2.jpg"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ship2.jpg" alt="ship2.jpg" /></a></p>
<p>And a screenshot of this new visitor to the Sol system.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ship2_ss.png" title="ship2_ss.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ship2_ss.png" alt="ship2_ss.png" /></a></p>
<p>04-16-2006, 05:16 PM</p>
<p>Progress on integrating the tile engine into both animated objects and rotating objects is going very well, and both have now been implemented. Image sets are now loaded into memory upon startup, and entities will retrieve their required image pointer upon creation, or when the image needs changing(upon rotation for example). Here is a recent screenshot with the old backdrop restored, and a new smoother earth animation added.<br />
<a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_flud3.png" title="trav_flud3.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_flud3.png" alt="trav_flud3.png" /></a></p>
<p>04-15-2006, 02:19 AM</p>
<p>After a relaxing night in playing guitar all evening, I sat down and took another look at my old tile code. It was totally inadequate and so I built up a dynamic tile system, that loads tilesets from an animation directory into structures upon loading of the client. These are then accessible through an array that holds tile IDs, and pointers to the respective tileset, which makes using them for animation AND tile rotation very easy! I&#8217;ve not sorted any kind of software rotation yet, so I&#8217;m resorting to separate tiles for separate rotations, it&#8217;s messy but effective.</p>
<p>Next stop, background star tracers(ala-starfield) in the form of a basic partical engine that will not only be able to be used for the starfield, but in particals for weapon/object effects.</p>
<p>03-29-2006, 03:43 PM</p>
<p>Well, after a loong break I&#8217;ve started work on Traveller again. I&#8217;ve built up a basic physics engine client side which will handle movement etc, and have started the base of a particle engine aswell(for weapon effects etc). The background will use tiles generated in Photoshop using some of the Flaming Pear plugins to create a nice starscape for each system. Movement is now fluid, instead of a static tile by tile system, which is one goal I wanted to achieve. Just a notice to say that Traveller isn&#8217;t dead, just in flux.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_fluid.png" title="trav_fluid.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/trav_fluid.png" alt="trav_fluid.png" /></a></p>
<p>The one ship in the center is the players ship, the other three are entities that are added upon startup, each with their own velocity/heading. This system of entities will provide the placeholders for other players/NPCs/objects in space. I&#8217;ve taken a leaf out of the recent Elder Scrolls: Oblivion for navigation, giving the player heading markers to points of interest, more of which will become available as the player explores the surrounding area. These pointers will serve for the mission waypoints aswell.</p>
<p>01-03-2006, 05:56 PM<br />
Just a &#8216;for the hell of it&#8217; post. Here is a screen shot showing 1. a RAW connection to the server, showing what the client sees, 2. the server console(debug disabled, so it will not output every action to the console. I&#8217;ll be making a sexy admin interface for that), and 3. a screenshot of the resulting render. Client movement/display is complete, and I am now working on the first step of features, the ability to find, and mine minerals from an asteroid which will include inventory, basic equipment, and dynamic generation of asteroid belts. I think it will take a while.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd3.png" title="ptd3.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd3.png" alt="ptd3.png" /></a></p>
<p>12-27-2005, 05:35 PM</p>
<p>First of all, merry xmas to everyone! Did anyone else get snow today, as we had a few inches overnight.</p>
<p>Traveller is coming along nicely, and I&#8217;ve sorted display of other clients(completely), although actions are still TODO. I&#8217;ve also whipped up a quick scrolling notice box, for messages from the server or other players to be displayed(will take input via F.O.S.K once I get it integrated).</p>
<p>Another little addition, which is totally cosmetic is a little loading screen, with the Traveller logo on. Certainly looks alot better than printf eh.</p>
<p>Expect more and more to be added over the next few days, and over the new year. I&#8217;m having great fun coding this.</p>
<p>Startup screen:</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd1.png" title="ptd1.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd1.png" alt="ptd1.png" /></a></p>
<p>Ingame display of using the scrollbox to display a &#8216;MOTD&#8217; from the server:</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd2.png" title="ptd2.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd2.png" alt="ptd2.png" /></a></p>
<p>12-24-2005, 04:31 PM</p>
<p>I had a quick look at it last night, but was too tired to get much joy from it. I&#8217;ll take another peek later today.</p>
<p>Here is the latest screenshot, I&#8217;ve dumped the old interface leaving the entire PSP screen available for gaming. I have completed the display of other players on the server, bar an initial object set upon connection, and appear messages for when the client moves(at the moment other players are only displayed when THEY move). Both of these are minor changes, and so soon I should be able to start work on actual gameplay.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd.png" title="ptd.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptd.png" alt="ptd.png" /></a></p>
<p>12-21-2005, 11:15 PM</p>
<p>Movement/rendering code has been cleaned up, and the display of other clients on the server should be done by the end of tonight. Here is a current screenshot, I dumped the hex tile as rendering tiles on an offset was just getting annoying.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptc.jpg" title="ptc.jpg"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptc.jpg" alt="ptc.jpg" /></a></p>
<p>Note: the client that was uploaded yesterday will NOT work with the current server, so sorry about that. Once the netcode has come along a bit more, I&#8217;ll release another test.</p>
<p>12-21-2005, 03:39 PM</p>
<p>Just a quick heads up, movement in the universe is now sorted, and I also have a slot in the code reserved for object generation, which I will get around to doing later. The idea behind the generation will be similar to drop tables in MMORPGs, as in every time new space is explored, the server will loop through the new hex tiles, and perform counts on objects in the universe(for planets/suns) or in the local vicinity(asteroid belts, NPC spawns, etc) and spawn at the correct rate, based on the physical width of the area in effect(i.e. so many hex tiles for a solar systems influence, new planet generation etc).</p>
<p>Most of the past couple of days has been spent tweaking and cleaning up the client/server code, aswell as upping the framerate of the client considerably. I will not be posting any dev copys every step of the way, but when I feel I&#8217;ve reached a substantial milestone, test copies will be released(after EriCKy tests them, of course <img src='http://www.othala.co.uk/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> ).</p>
<p>The fix with the framerate was also directly linked to the slow response time of the PSPs control pad(had a receive timeout on the socket I was using), so the exit callback will work fine now(L shoulder button).</p>
<p>12-17-2005, 06:22 PM<br />
Here is a nicer screenshot, not much of a visible change at the moment but behind the scenes alot has been revamped, and completely changed. This starting area is loaded from a mapset sent to it from a server.</p>
<p>I think the backdrop I made gives it a bit more sense of area</p>
<p>note: this looks a HELL of alot better on the screen of a PSP. This screenshot does not do it justice. I&#8217;ll package up a simple demo eboot later, so you can see for yourselves.</p>
<p>edit: upped the brightness a little on the image, it resembles what it looks like on the PSP alot more now.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/ptb.png" title="ptb.png"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/ptb.png" alt="ptb.png" /></a></p>
<p>As you can see, the console on the right is still not in use, but I will be adding several meters there, clock, WiFi status, etc. It will also be used for ingame commands, such as interactions with surrounding objects/tiles. Chat will be displayed over the main interface, using a scrolling text function I&#8217;ve made.</p>
<p>12-17-2005, 05:10 PM</p>
<p>Online play, if it can be called that at this stage is working. An initial map is stored on a server(or will be, when I code one. I will not be using HTTP as I had planed, but will still use SQL) which is where every player will start. From there coords are stored using simple x/y coords in an integer variable, so we will have a possible world size of 16 million tiles, 4millionx4million in dimensions.</p>
<p>As I have stated before, all unknown space will be generated on the fly, hopefully making use of things like solar systems being generated around a sun dynamically as the first players venture out beyond this backwards little world</p>
<p>There won&#8217;t be a test version for a while, maybe a week or so depending on how much time I spend on coding, and when the test is here it will most likely have very few features, bar exploration. I will be keeping count of the distance travelled by players on the server, so we might have a little chart going on</p>
<p>12-15-2005, 12:16 PM</p>
<p>Just added movement around the environment, and the basis of updating the map array with tiles from a server.</p>
<p>12-15-2005, 01:49 AM</p>
<p>I&#8217;ve started work on yet another RPG game, but this one will be set in space. The game will be turn based, allowing you to gain &#8216;turns&#8217; over time, much like some of those webgames that were flooding the net a few years ago. It&#8217;s still in the very early stages, but I&#8217;ve got the hex display sorted, and I plan to have it work with WLAN via HTTP, to make management of the server easier.</p>
<p>One aim for this is to have an ever expanding universe, that will be dynamically generated as people explore unknown space. Objects in space will consist of things like asteroid fields, planetary/orbital bases and stations, NPC spawns, etc. As I will be working via HTTP for getting/sending information, making an online atlas for the universe, or player stats will be very easy thanks to working with SQL.</p>
<p>The current approach I&#8217;ve taken has a 2 hex border, that is not visible to the user, which is used to buffer images before they are brought up for rendering, which should hopefully speed it up a bit.</p>
<p>Here is a screenshot of the hex system, be gentle.</p>
<p><a href="http://www.othala.co.uk/wp-content/uploads/2008/02/pta.jpg" title="pta.jpg"><img src="http://www.othala.co.uk/wp-content/uploads/2008/02/pta.jpg" alt="pta.jpg" /></a></p>
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		<title>Route Finder for EVE Online</title>
		<link>http://www.othala.co.uk/2008/02/05/route-finder-for-eve-online/</link>
		<comments>http://www.othala.co.uk/2008/02/05/route-finder-for-eve-online/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 18:00:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://wp.othala.co.uk/2008/02/05/route-finder-for-eve-online/</guid>
		<description><![CDATA[Update: following a requestion by &#8216;PLaci&#8217;, the output of this script now includes System Security Status Download: EVE Route Calculator, PHP Source (security status update) Download: EVE Route Calculator, MySQL Database (security status update) Through 2006-2007, I played EVE quite a bit, and thanks to CCP kindly exporting their entire data-set (Solar Systems, Jump Routes etc) the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Update:</strong> following a requestion by &#8216;PLaci&#8217;, the output of this script now includes System Security Status<br />
Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/03/eve_route_secphp.txt" title="EVE Route Calculator, PHP Source (security status update)">EVE Route Calculator, PHP Source (security status update)</a><br />
Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/03/eve_route_sec.sql" title="EVE Route Calculator, MySQL Database (security status update)">EVE Route Calculator, MySQL Database (security status update)</a></p>
<p>Through 2006-2007, I played EVE quite a bit, and thanks to CCP kindly exporting their entire data-set (Solar Systems, Jump Routes etc) the players have been able to create a multitude of in-game and out-of-game applications. One such application that I wanted to make for quite some time was a Jump Route Calculator, similar to the EVE Clients autopilot.<span id="more-28"></span></p>
<p>Thanks to stumbling across the article referenced in this post, and after a little adaption I&#8217;ve constructed the required Database and Script to calculate the Autopilot route between any two given Solar Systems in the EVE Universe. Attached is the finished PHP script, and Database used.</p>
<p><strike>Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/eve_routephp.txt" title="EVE Route Calculator, PHP Source">EVE Route Calculator, PHP Source</a><br />
Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/eve_route.sql" title="EVE Route Calculator, MySQL Database">EVE Route Calculator, MySQL Database</a></strike></p>
<p>Reference links:</p>
<p><a href="http://web.archive.org/web/20070316001615/http://www.asenski.com/archives/7">http://web.archive.org/web/20070316001615/http://www.asenski.com/archives/7 </a></p>
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		<slash:comments>12</slash:comments>
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		<title>HTTP&lt;-&gt;XML-RPC Interface Example for Second Life</title>
		<link>http://www.othala.co.uk/2008/02/05/httpxml-rpc-interface-example-for-second-life/</link>
		<comments>http://www.othala.co.uk/2008/02/05/httpxml-rpc-interface-example-for-second-life/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 18:00:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://wp.othala.co.uk/2008/02/05/httpxml-rpc-interface-example-for-second-life/</guid>
		<description><![CDATA[Recently I joined Second Life and was amazed to find such a highly customizable and interactive world at my disposal. As I worked through the scripting language used in game I found functions that allowed for communication between HTTP servers, as well as communication from an XML-RPC interface. &#8220;Great!&#8221; I thought, but unfortunately the XML-RPC [...]]]></description>
			<content:encoded><![CDATA[<p>Recently I joined Second Life and was amazed to find such a highly customizable and interactive world at my disposal. As I worked through the scripting language used in game I found functions that allowed for communication between HTTP servers, as well as communication from an XML-RPC interface. &#8220;Great!&#8221; I thought, but unfortunately the XML-RPC interface only allows outside sources to initiate communication, which for a two-way communication system was no good.</p>
<p>The below pair of scripts are designed to allow two-way communication between an object in game and an external PHP script.<span id="more-23"></span> The way this works is as follows: if the object needs to retrieve information from the PHP script, it will send out a request to the server using Second Lifes llHTTPRequest function, the parameters of which contain the objects ID which is required to be able to send information via Second Lifes XML-RPC interface. Once this information is received the PHP script will send a few lines of text back via the HTTP request, confirming that contact has been made. This text is displayed above the object in blue.</p>
<p>Now I know what you&#8217;re thinking, if you can send and receive information via the llHTTPRequest function, why use the XML-RPC interface at all? My reasoning is that if an external application or PHP script wishes to communicate with the in game object, they would have to wait for the object to initialize HTTP communication. Using the XML-RPC interface the PHP script has the ability to initiate communication with the object, thus the circle is complete. Back to the flow, once the PHP script receives the objects ID, it submits an XML form to Second Lifes XML-RPC interface, which will then route the information to the object in game. Once this information arrives, in this example it is sent to the owner of the object in the form of a private message.</p>
<p>While this example is limited, it displays methods for two-way communication on both sides of the looking glass, from SL to PHP, and from PHP to SL.</p>
<p>One other advantage of this method is that not all browsers support the ActiveX plug in used in the example from the below URL, however using PHP to send and process the XML allows for any browser to implement this communication method</p>
<p>Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/sl-to-http.lsl" title="Second Life LSL Script to Communicate with HTTP Server">Second Life LSL Script to Communicate with HTTP Server</a></p>
<p>Download: <a href="http://www.othala.co.uk/wp-content/uploads/2008/02/http-to-slphp.txt" title="PHP Script to Communicate via XML-RPC to Second Life">PHP Script to Communicate via XML-RPC to Second Life</a></p>
<p><span>Further communication methods from PHP to SL, objects, user keys </span></p>
<p>Ok, so we&#8217;ve got a method of communication between object and server, but what about between user and server? Let&#8217;s say we are giving away some freebies in Second Life, but instead of providing them by packaging them up into an object and having the user pay the L$0 &#8216;fee&#8217; to obtain it, we want to provide the object via a simple HTTP form. We now have a problem; we may have the users name, but we do not have the ID tied to that name with which we will use to transfer the object. This can be solved by using a third-party site called &#8216;w-hat.com&#8217;. They provide a service called &#8216;name2key&#8217; that will take any avatar name from Second Life and perform a look up, returning the users true ID in game. Using llHTTPRequest we can further automate this by automatically retrieving the user ID from w-hat. Below is a sample URL that will retrieve the ID for the user &#8216;Seidr Giha&#8217;.</p>
<p>Input: http://w-hat.com/name2key?terse=1&amp;name=Seidr+Giha<br />
Output:  ef1a9326-53b0-411f-a6be-2e7cc4906817</p>
<p>Now that we have our target user ID, we are able to pass the object to them by using the following function:</p>
<p>string requestorKey=&#8221;ef1a9326-53b0-411f-a6be-2e7cc4906817&#8243;;<br />
string objectName=&#8221;testObject&#8221;;<br />
llGiveInventory(requestorKey, objectName);<br />
This will transfer the specified object to the target user pretty much instantaneously. The object to be sent must be contained within the parent object that llGiveInventory is being called from.</p>
<p>Using the above methods we should be able to implement SQL integration into SL scripts and services with a relative amount of ease.</p>
<p>Please feel free to comment on this code, either via eMail/MSN(wo0tPYRO AT hotmail.com) or in game contact via the avatar name &#8216;Seidr Giha&#8217;.</p>
<p>Rock on!</p>
<p>Reference links:</p>
<p><a href="http://www.aiai.ed.ac.uk/project/aiai2/MyRPCObject.html">Getting Started Second Life XML-RPC (ver. 1) &#8212; Ruben Kleiman 11/14/06</a></p>
<p>http://www.aiai.ed.ac.uk/project/aiai2/MyRPCObject.html</p>
<p><a href="http://wiki.secondlife.com/wiki/LlHTTPRequest">llHTTPRequest &#8211; Second Life Wiki</a></p>
<p>http://wiki.secondlife.com/wiki/LlHTTPRequest</p>
<p><a href="http://uk3.php.net/sockets">PHP: Socket Functions &#8211; Manual</a></p>
<p>http://uk3.php.net/sockets</p>
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		<title>Portable Meditation Engine</title>
		<link>http://www.othala.co.uk/2008/02/05/portable-meditation-engine/</link>
		<comments>http://www.othala.co.uk/2008/02/05/portable-meditation-engine/#comments</comments>
		<pubDate>Tue, 05 Feb 2008 18:00:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://wp.othala.co.uk/2008/02/05/portable-meditation-engine/</guid>
		<description><![CDATA[PME is one of my favourite projects, which is unfortunately on hold due to real-life getting in the way of development. The idea behind this little piece of Homebrew for Sonys PSP is to generate Binaural Beats, similar to the application &#8216;Brain Wave Generator&#8217;. This application, while working in several forms, met a snag when [...]]]></description>
			<content:encoded><![CDATA[<p>PME is one of my favourite projects, which is unfortunately on hold due to real-life getting in the way of development. The idea behind this little piece of Homebrew for Sonys PSP is to generate Binaural Beats, similar to the application &#8216;Brain Wave Generator&#8217;.<span id="more-48"></span></p>
<p>This application, while working in several forms, met a snag when a new mixer was put in to place. While this new mixer could handle simple tracks, up to 4 or perhaps 5 &#8216;voices&#8217; in size, anything above this causes the PSP to buffer over-run, crashing the system. This I suspect is due to the limited amount of memory available, and the requirements needs by PME to generate and mix the required Sine Waves neccesary for complex Binaural Beats.</p>
<p>I intend to overcome this short-fall by creating a pre-buffer section, that will calculate how much pre-buffering is required before playing to ensure that the application does not over-run. I&#8217;ll also have to calculate the maximum amount of voices possible on the PSP, in order to prevent this limit from being breached by a malformed beat file.</p>
<p>PME is available as an unfinished product, the most up to date version(if you can call it that) dates from the 2nd of May 2005, and can be found <a href="http://dl.qj.net/Portable-Meditation-Engine-02-05-PSP-Homebrew-Applications/pg/12/fid/7546/catid/151">here</a>, on <a href="http://pspupdates.qj.net">QJ.net</a>.</p>
<p>This project WILL be picked up again in the future, and as part as an on-going plan for a Web Application, will be completed, time allowing.</p>
<p>Thanks for all the support on this project, I only wish I could bring you a finished product sooner.</p>
<p>Rock on!</p>
<p>(full story at <a href="http://forums.qj.net/f-psp-development-forum-11/t-releaseportable-meditation-engine-49026/page28.html">QJ.net Forums</a>)</p>
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