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5:30 PM 2/19/2004 - blisters burns to twists and turns
i have been frying my brain with AI noodles and neurobiology. starving here, racing there. pacing here and ranting everywhere. nobody wants to talk to me about it. i talked about it too much. and all i want to do is continue talking about it. i must talk to myself at this point. einstein had nobody to talk to. everyone either thought he was crazy or preferred to do something other than try to understand what he was talking about. denying him.

one meal a day. gallons of water. nothing so exciting as the future. adventures are vacations. ventures are celebrations.

i designed a new site that will take the place of this one. new host new everything. but it will consist of the same content tho. me and my things.

newfound infatuations are frequency incongruencies. a pretty face tickles your mind. tell me where your sister lives.

i'm going to work on the new site so i can get it up ASAP. i started it 2 weeks ago but have not filled it with content yet. it's just a neat design going to waste at the moment.

9:27 PM 2/6/2004 - structural integrity
society is definitely saturated in itself. nice gross cesspool we like to call the united states. but, i have been working toward a solution. if the people want entertainment, the people WILL GET entertainment. i've decided that AI is very important in the future, for everything. for automating and systematically taking control of everything for this sad species. unfortunately, extremists and anti-activists will turn to terrorism to fight the new system.

something akin to a terminator-esque future that this existence holds for us. the universe holds so much.

i have not been working on revolude the past couple weeks, i've been preoccupied with the journey i've been traveling. it's a life thing.

i'm working on a neural net bot. i've named the project 'neuroid'. something like artifical neurons driving an android. i want to see if giving it the ability to output text will allow me to ever talk to it and have a conversation with it. this only being able to happen after i've spent a lot of time talking to it and training it by hand the way one would raise a child perhaps. eventually giving it control of the mouse, and training it how to draw in photoshop.
even teach it how to dream.

i just can't stop wondering if artifical neurons can learn to think if simulated properly.

i found this interesting application, very neat neuron simulator type of program. check out neural viewer.

10:32 AM 1/15/2004 - resoluting
'tis the new year and everything is going crazy. i've been doing misc random little things here and there. mostly figuring out life tho. i'm supposed to be writing a patent for homework.

i need more satisfaction. i need more to indulge in, more to escape into. more to free myself from my own vices.

gmod has been implemented structurally into the engine. i'm gradually going to be adding entity fields and things to put more power into gmod. i been doing physics tweaks and graphical improvements. not really focusing on productivity anymore.

i sort of lost balance. i'm just working to regain it mostly right now. new years suck.

maybe i'll do a rad design for this site for a change ? who knowz

3:06 PM 12/24/2003 - chaos is love
i uploaded semi-complete songs i've created. they aren't in any order. i've been refreshing myself with revolude and where i was at when i pretty much just took a nice break from it. i've fixed up some minor things and i am preparing for setting up to do the game logic and how the server will work with it and how the client will work with it to produce the least amount of network traffic going on. only things like major entity state changes are sent by the server. everything else, like animation and effects and sounds and particles are done by the client. but everything that's done is in the game logic dll. 'gmod.dll'...

so as of now i'm figuring out what functions gmod will need to export for the engine and what lower level functions it must import from the engine. like entity creation and graphics and entity behaviours. all the good stuff.. the gmod must also export a spawn function for each type of map-entity that can be used in a map. such as spawn points or items or vehicles or vegitation etc.

every entity that gmod can create, like a fired rocket screaming through the air or a beeping device on the ground, both the server and client know everything there is to know about how to go about making it.. so if a rocket comes flying near a player in a map, the server just tells the client basic physical status, position and velocity, angles, etc. and then says it's a 'ent_rocket'. the client runs the ent_rocket, to setup the entity's model and particle effects and sounds and think functions and physical properties and collision function. then all the server has to do is keep telling the client where it's at and the client will simulate it just the same as the server is. at least on the graphical level. the server is more interested in the physics and how things react to other things. but not how things appear. the client deals with sounds and graphics and the representation of what the server is talking about.

the whole point of only sending an entity's spawn function is so that you don't have to send anything else but any other significant state changes. like if a vehicle that's off, sitting on the ground is activated, it's movetype changes from MOVE_TOSS to MOVE_FLOAT and it's physical self has changed, this forces the server to broadcast to all clients the physical change. the reason for this is so that the client can approximate the server's physical simulation better, knowing that the vehicle is supposed to look like it's floating instead of still sitting on the ground.

the server works with and sends physical state changes. origin, velocity, angles. on request, gmod can force the server to send special properties or state changes. so that gmod can control sending them only when they are changed. these are states like size, model, material, team, weapon, etc. things that can be important to clients. but most entities won't need to send any special properties because they will be set by the template clspawn functions... ent_rocket, ent_hovercraft, etc..

whatever, check out my musik.

12:25 PM 11/27/2003 - happy thxgivins
i haven't touched revolude for a while. i've been entirely distracted by other things. for one, a digital camera. i started carrying the thing with me everywhere and have taken a lot of pictures. on the images page, at the bottom, are all the photography i have uploaded so far.

i made an XP version of q3h, called it q3x... it works but unfortunately it looks like Quake3 can detect changes in memory bytes under windows XP at the same time. so you can join a server for a while, but eventually your Quake3 client has an error and you get disconnected.

whatever. anyhow, i've also been working, making money and sadly wasting it. poisons and illnesses are what have been inspiring me recently to work on anything at all. i need to call aurora and setup some thxgiving plans. peace out muthaz.

11:10 AM 10/26/03 - progression
created a page specifically for the game, it has been named revolude.

i'm pretty much finished with the UI system. i'm working on the map editor and game logic now. after that's up and running, model loading/animating is next. after that, revolude will actually be something you can play.

started collision detection. right now there is only collision with terrain. map structures are going to be more tricky but it's just a matter of getting it done as opposed to figured out. most everything that needs to be done just needs to be done, and i've pretty much already figured it out. it's mostly design that hasn't been figured out yet. but a lot of ideas are already in place.

i moved the rant in the junk page about revolude and the screenshots on the images page into the revolude page and added an intro to give people more an idea of what the game will be like.

this is going to kick ass.

9:48 PM 10/9/03 - game engine screenshots
i'm totally on a role. without motivation i have no celebration. so here i am. i made a screenshot function and took a couple shots, picked 4 and posted them on the images page. check it out.

so my UI system is up and running. there is a main menu now. it's really just three buttons at the moment. i need to add more UI elements, like a graphic, or static text, listboxes, menus, etc. after i finish adding all the UI parts, i'm going to construct the terrain editor out of a UI script. after that i'll probably write the model handler for loading/rendering/animating. collision detection between entities is half-done. i need to finish collision response and then do entity->terrain and entity->structure collision detection/response.

keepin it in mind.

12:05 AM 10/6/03 - wtf
i actually updated, weird. i can't believe i even felt like making time to do it. i thought this page was going to rot. well, whatever, cool.

i posted a file in the files and i added some linx. i moved me on to the top of the junk page because i added contact info for when more people actually look at my site (which is when my game is going to be famous).

as for my engine. portal rendering and stuff is pretty much done. netcode seems fixed, i still need a realistic testing setup (this friday). next i'm working on the engine's UI system, so i can start Ripped, which is the terrain editor that's going to be built into the engine. check back for screenshots in a week or something..

3:33 AM 9/23/03 - site is up
so this is my latest site. just for my sanity and well being. i started making a game, and this site is where you will be able to find the latest on it and any other things i do that i think may be entertaining or interesting for anyone else.

[ junk dysfunc ]