Content

Not quite a Yegge long.

File: May 2010

There are various bits I’ve written for OpenRA which analyze the game rules to aid in balancing – among them, dpstool, which determines the damage per second dealt by each unit, in ideal circumstances. Enjoy:

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2010-05-20 :: admin // Uncategorized
OpenRA Code From Orbit

A while ago, I wrote a quick & dirty tool to render code as a black & white bitmap, one pixel per character. Here’s the results of it, applied to the current OpenRA code base:

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As always, the new version of C# comes packed with new features that are apparently supposed to make life easier. That was definitely the case with C# 3.0, adding support for concise lambda expressions, expression trees, local variable type inference, extension methods, and a few other good bits. (There was also a good pile of [...]

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I’ve been slowly figuring out the Dune 2000 file formats and writing converters for its assets to sane formats, with the end goal of being able to play d2k as a mod in OpenRA. One of the things involved is making a new tileset from the original .r8/.r16 terrains. This sucks so much that I [...]

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We’re still working hard on OpenRA, and it’s starting to pay off. Most games play to completion now, rather than desynchronizing. The highlights: We had a great semi-public playtest in the weekend, which involved about 100 downloads and many games played, giving our new teamplay code a good beating. This has also shown up a [...]

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2010-05-04 :: admin // Uncategorized
Office Integration, eh?

Here’s a superb example of all that "integration" you’re paying for when you buy Microsoft Office. Not only do I have to go find the app, I also apparently have to read the manual before I can send bits from my email to it. Seriously, how difficult would it have been to make this do [...]

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