Tag: development
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Ruminations on Networks and the Culture
I’ve been thinking, which is itself a scary thought. My constant on/off project has been a full 2D game engine running in Python with both a client built in PySDL2 using its OpenGL renderer, and a server that was built in Flask/Socketio. The reason I chose Flask is because 1) It makes the networking easy…
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Naked and Afraid: Security in the Open
Looks like its time to blow the dust off and get a new post out, partly to make sure I am not cornered by the living Wizard of Blog, Jim Groom, and partly to talk about one of my favorite topics: Open source security. I have a couple different applications I am going to talk…
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Devlog: TCP Sockets and Events
In my quest to (for some stupid reason) create my own game engine and eventual working game, I have delved into the deep magics. If you have read my past posts, you will know that I am working on a isometric MMO/simulation/RPG thing formerly called GrugNet and now known under the project name ‘Origin’. Originally,…
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Devlog: Procedural Worlds
Another day, another devlog on GrugNet. After some painstaking logic issues and a lot of refactoring, I finally have the static world generation updated to v2. We base our worlds on world sizes, so in the v1 version a world with a size of 12 would take around two minutes to generate (which is not…
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The Quest to Interact();
My life-long love of video games has led me into trouble more times than I can count, and this is definitely one of those times. I recently switched over to Linux as my daily driver on my personal machine and got neovim setup just the way I wanted it. This was my first mistake. After…