Game Jam 3: The Preservening
Written Mar 31, 2024 - Projects
The rollercoaster of game jamming continues with our March entry.
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The rollercoaster of game jamming continues with our March entry.
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If I learned anything this past year, it’s that everyone thinks these chatbots are going to replace us.
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My friend Emil and I entered a game jam in January, another in February, and plan on one in March. This has been a rollercoaster of the highest order.
Continue reading ↦For a while now I’ve been wanting to create a simple social networked game. Basically just a chat room where you can explore a 3D world, in browser. Recently, since I’ve been entering game jams for fun and learning the Godot Engine, I decided to actually work towards this dream. For a start, I grabbed this super helpful starter project to learn how the high level networking feature works in Godot.
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I mentioned recently a desire to create more accessible computer games. In this blog, I briefly cover some early findings towards that goal.
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Free json viewer built using this library I found.
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I’ve had some new-found motivation to work on my big chess game, but hit a silly problem.
Continue reading ↦Every since my personal hero made a video about chess, I’ve had a somewhat renewed interest in the game. It’s been gradually increasing too - last year on my brother’s birthday I finally made a chess.com account, and since then I’ve played a fairly modest 46 games, with most of them being Daily games. Recently, however, I’ve had the desire to program something interesting related to the game. The Game Idea I want to make an online multiplayer infinite chess game.
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Getting an intuition for how different consistency models behave can be difficult, so I am working on some random little sandboxes to play around with different models.
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If a system is both cache consistent and PRAM consistent, then it is also processor consistent, meaning all writes from a single process are seen in the same order by all process, and all writes to the same location are seen in the same order by all processes.
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Another weaker model than causal consistency is Cache Consistency. In order for a system to be Cache Consistent, every process must see every write to the same object in the same sequential order.
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The weakest model of consistency for shared memory is local consistency, which requires only that a process observe its own operations in program order, and places no restrictions on how a process sees the operations performed by any other process.
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A weaker model than causal consistency is PRAM Consistency. In order for a system to be PRAM consistent, each process must see its own operations in program order, and operations from a single source must be seen in the order they were issued.
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In a sequentially consistent distributed system, all processes observe all write operations in some common order. A causally consistent system has a slightly weaker guarantee - only causally related writes must be observed in a common order, and processes can disagree on the order of causally unrelated events.
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A distributed system that meets the condition “the result of any execution is the same as if the operations of all processers were executed in some sequential order, and the operations of each individual process appear in this sequence in the order specified by its program” is said to be Sequentially consistent.
Continue reading ↦A year or so ago, in my lab’s reading group we read the famous power of two choices in randomized load balancing paper, and it gave me an awful idea - what if we applied a similar idea to games? As a very quick explanation, for the task of load balancing requests - basically, you have a bunch of servers handling things for you like fetching emails, and you want to spread out the work evenly - a common approach is to just pick a random server and send the next request there.
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This is mostly a reference for future me, or anyone else who wants to use https://tiddlywiki.com/ behind a proxy with apache.
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I have been playing like, a normal amount of chess lately. I’m not yet past the “don’t just move your queen to her death” phase yet, but I have noticeably gotten better since I rage-quit last year against my little brother.
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A few weeks ago I finally beat the game a few friends and I wrote a while ago, hag. This sparked a desire to get the game running on Windows, the operating system of choice for e🅱️ic gamers.
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I’ve occasionally found myself wanting to refactor code in ways that current free tools don’t make easy for me. I wish I had something to make it easier.
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Just a place to mess around with the most current version of my AI Game.
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I found an unfinished blog post from Halloween of 2017. Given the state of the world, it might be worth revisiting.
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I find reading two column papers to be bothersome on most devices. What can we do to fix that?
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I’ve been working late nights for an upcoming conference deadline, and over the past two nights between the hours of 1am and 3am I have completed what is probably the worst python library idea of all time.
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I have been asked semi-frequently to add LED strips to various things, so I figured I’d like something that lets me play with LED strip patterns.
Continue reading ↦During my last summer internship, a thought popped into my head. I realized that it wouldn’t be too hard to stick an LED matrix under my graduation cap, to have one that would be totally unique. Well, it turns out someone beat me to the punch, but I could still make one that was totally unique by stealing ideas from other places too. Reddit’s r/place was really cool. I figured I could recreate that on a 32x32 board.
Continue reading ↦My last semester is over, which is pretty sad. I was pretty busy for most of it, so this is actually my very first blog post all semester; I didn’t even do a semester in review post for last semester, other than the “What I’ve Been Up To” post. I did finally finish my GameCube adapter for the front of my computer, though. So, I took A History of Computing, Ethics, CSE Service Projects, and Introduction to Droid Building, and I did undergraduate research.
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Inspired by a lug talk on esoteric languages I set off to create my own.
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Prior to about a month ago, I had only ever attended one hackathon - my team came in second. I had to change that.
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I’m a week into my senior year, and I’ve gotten sick of using OneNote for note taking. As a linux user, I’m pretty much limited to the web interface or WINE, and I’d really prefer neither. I’ve also had plenty of issues with notes not syncing / getting lost in the cloud, which is more than enough of a reason to switch to something else.
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Despite the delay, I am still working on my AI/robot game thing. A while ago I added what I said would be my next steps, but never posted about it. So I’m doing that now.
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OK, I’m pretty excited. It might not have been clear what this project was, but I think this will clear it up.
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The language is coming along nicely. I refactored the evaluation function, moving out all of the function call logic into more digestible functions. This led to a few nice advances.
Continue reading ↦I’ve spent a few days now planning out more of my project. I worked on the language some more, and brainstormed ideas for blocks I would like to have in the program. I also decided to use phaser as the game engine for the building and simulation of robots. This decision was based off the presence of a physics engine and the ability to specify constraints on sprites, which will take off the heavy lifting of “constructing” robots.
Continue reading ↦For a little while now I’ve wanted to make a game to teach AI programming and robotics. Between school and my summer internship I was able to start it, and here I’ll outline some of my progress. The Project Idea What I want to build is a game in which robots are assembled by snapping together components. The robots are then programmed. The programs must define a run function, which is run every tick of the game.
Continue reading ↦Another semester is over, one that happened to be my first semester where I was allowed to take only Computer Science courses. So, I took Paradigms, Operating System Principles, CSE Service Projects, Hackers of the Bazaar, and Mobile Computing, and I did undergraduate research. The projects in Operating System Principles were all fairly straightforward, but the last one involved writing a file system of sorts which was cool, but there was no room to do what I wanted, so I will only discuss the other courses.
Continue reading ↦For fun, I decided Wolfrat Bot needed a bit more, err, personality. So, I set off to make him one. After training an RNN for a few hours on my desktop’s GPU, I had interesting results but ultimately failed at achieving quite what I wanted. Anyway, I encountered some huge hurdles I found out AFTER training for ~8 hours that the way I was encoding the characters for the network input (and thus, the way I was decoding the network output) behaved non-deterministically between Python 3.5 runtimes!
Continue reading ↦The content of this website is on GitHub here. A nifty feature about GitHub are its Webhooks. I wanted to be able to add content here without having to SSH into my server, cd-ing into the www directory, git pulling, and makeing, as those steps are tedious. So, I set up a GitHub webhook to POST to a PHP page on the server. The basic form of this PHP page is just: <?php passthru("MYSCRIPT.sh"); ?> Where MYSCRIPT.sh is just a script that pulls and makes the site.
Continue reading ↦For our final project for our Data Structures course, my group decided to make a GPS app that finds the path with the minimum time spent outdoors. We wrote a python program to allow us to map our campus as an undirected graph, with vertices at the intersection of every outdoor path, and at every door of every building. To decide paths, it uses Dijkstra’s Algorithm. To achieve our goal of deciding paths with the least time outdoors, we assign weights of 0 to all edges that connect nodes within buildings, and for each other edge the weight is the linear distance between the nodes.
Continue reading ↦Back between 2008 and 2011, I spent a fair bit of time on FunOrb. One of their most interesting games was their last official release, Void Hunters. Unfortunately, FunOrb did not last much longer than that, as there has only been a small handful of updates since then, and with the death of NPAPI Plugins, the Java-based gaming site has virtually no chance of being revived. Some time around my freshman year at Notre Dame, I decided that it would be fun to recreate the game.
Continue reading ↦A friend came to me with a request to create an Audacity plugin that, given two stereo audio tracks, takes the second audio track and ensures that it stays X decibels below the first audio track. The project did not take long after establishing just what it means for a track to be quieter than another, despite me having never written anything in a LISP dialect (Audacity uses Nyquist/XLISP) and some of the oddities of Audacity that I will describe below.
Continue reading ↦My friends and I primarily communicate through a GroupMe chat that we named Wolfrat. To liven the place up, I thought I would add a chatbot. So, I quickly threw together (over a day or so) WolfratBot, which uses the GroupMe bot API. The API HTTP POSTS a given callback URL, which is set to a WSGI script that decides on the appropriate reply. The program is very modular, and new functionality can be added without disrupting any other modules.
Continue reading ↦For my Fundamentals of Computing I class final project, I decided to make a shmup. The game is played at a faster pace perhaps than it should have been, but I enjoyed making it. The graphics are very minimalistic, consisting almost entirely of circles. The game features a half-decent level intrepretation system, where levels are stored in text files with simple commands to handle enemies and other things. The system had support for branching and conditionals, though the only condition allowed was time.
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