Weekly Update: July 13th, 2010

And it’s official: The Win32 C++ ThreadPool Tutorial is complete with step-by-step guides and source code! Let me know what you all think, and leave feedback!

Next, I’m going to work on integrating it with an AI flocking simulation I did back in college. Now I can have 500 zombies! MWAHAHAA!

… Sorry… uhh enjoy!

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Holiday Update: July 4th, 2010

Happy Fourth, everyone!

1776, The Declaration of Independence was signed.
1996, Will Smith and Jeff Goldblum stopped aliens from taking over.
2010, I finish my C++ Threadpool!

Yes folks, it’s done. Once I make some tweeks here and there and comment it correctly, I’ll put the code and the source code up in the tutorial!

Till then, may the fourth be with you!

Weekly Update: June 18th, 2010

W00t! E3 was awesome! I’m sure everyone saw all the coverage, so no sense in regurgitating what thousands of other bloggers wrote. Just a brief summary:

  1. All things Star Wars: Yes.
  2. Kinect: Natal was a cooler name, but I’m just curious to what programming for it will be like.
  3. XBox360 Slim: They say it can’t Red-Ring. We  shall put that to the test!
  4. Remake of GoldenEye 007 with Daniel “James Blond” Craig: Gameplay looks awesome, they just better not ruin my favorite childhood game (like how Daniel Craig ruined my favorite childhood hero).
  5. Halo Reach: meh.
  6. 3DS: So its like hooking up my N64 to a really small 3DTV… Honestly, I’m fine with that.
  7. Rock Band 3: I’m already saving up money. Those piano classes I took in highschool will finally pay off (and I just realized how sad that sounds).

Something tells me I may be broke in the next upcoming months.

Weekly Update: June 9th, 2010

So lately I’ve been getting a lot of multithreading questions from my friends in college and such. I have been working on a threadpool manager in C++, and I’ve modified a C#/XNA threadpool to use in my XBox LIVE game that me and some buddies are working on, so I’ve decided to give an early release to my C++ Win32 Thread Pool Manager page. I’ve given it some work before, but put it aside due to just having a lot of work to do lately.

The only things missing on the page are the step-by-step how-to-and-explanation guide and the source code, which I’m going to pick up again and hopefully will have that all out soon!

Let me know if you have any questions on threading, and post comments and questions on the C++ Win32 Thread Pool Manager page. Hope you enjoy it! Take care!

Game Glitch Analysis: Corrupted Blood Incident

Corrupted Blood in Ironforge

I would like to first of state that I’m not a big WOW guy. I never really got into the game. However, this event fascinates me to no end. In most games, when a glitch is found, people will try it out and usually get nothing out of it other than an experience (or erased save data), but the Corrupted Blood Incident showed how one small oversight could reign chaos on the world.

Continue reading Game Glitch Analysis: Corrupted Blood Incident

Weekly Update: May 26th, 2010

LOST Logo

I would like to take this moment to reflect on LOST. Weither you love it or hate it, you must say that show had a very interesting concept (aside from what some people I’ve talked to who just say “Oh, whoopdeedo, a plane crash.” Haters be hatin’). The series finale, aired on May 23rd, I thought was a great way to end the show. It was very moving, and the flash-sideways twist at the end was great.

That being said, I would also like to confirm that I am a huge LOST nerd. I’ve watched the show from the beginning, I’ve played a few of the between-season ARGs (my absolute-favorite was the Lost Experience with the Hanso Foundation), and I’ve even downloaded a Swan Computer Simulator. Oh yeah, I got it bad.

The thing that always got me about LOST was the universe behind it. Besides the action and the drama that we all saw on screen, there were the other organizations and hidden information behind it all – the DHARMA Initiative, the Hanso Foundation, Mittelos Bioscience, the Others, Widmore Industries – the list goes on! They all laid down the foundations that were discovered on the island, and they all had histories that went on long before the plane ever crashed.

Thats what makes a memorable story to me – the legend behind the tale. A lot of memorable games had extravagant back-stories that were on unveiled in pieces to the player, who discovered them one fragment at a time, and with a lot of gaps to be left open for speculation. Final Fantasy VII had such a story with the Cetra, Clouds’ fragmented and false past (which had more light shined on it in Crisis Core), and Sephiroths’ origin. Another great series of games to pull this off is the Kingdom Hearts series, with the legend of the Keyblade masters, the Ansem Reports, the secret endings, and the little clues the story would leave behind for people to ponder about.

It’s my opinion, that if you can walk away from a game and still be thinking about and assembling the intricate story it has told you, then that game’s story is a success (but if, lets say, the combat system is crap-tacular, then the story doesn’t mean a whole lot then, now, does it?).

LOST had a great back-story, an awesome front-story, and an overall spectacular run. Congratulations, LOST, on 6 good years, and a truckload of questions. See you in another life, brotha!

ClosedEye
You can let go now.

Weekly (yeah right) Update: May 20th, 2010

Wow, what a month! OK! So I’ve been absent for a while, obviously. Things at the medical laboratory software place that I work at have gotten a bit crazy! The boss wants to upgrade all our old C programs to Java web applets, so I’ve been cramming my head with Java and SQL for the past few weeks. On the upside, due to the long hours of researching and trial-and-error, I’ve gained a few new handy tricks and skills in Java that I’ll be sharing to the world shortly! Such as:

And I’m also working on a game for the Android from scratch. As I went looking through the Android and Java SDK, I noticed a lack of a vector- and matrix-math library, so I’m making a game math library for Java, which I’ll release when complete for all to enjoy!

So I’ll try to be better with these updates. Till then, take care!