Unrequested Fission Surplus [entries|friends|calendar]
Mark Sachs
It was an era of big dreams,
and even bigger pants cuffs.

[ website | Project Apollo ]
[ userinfo | livejournal userinfo ]
[ calendar | livejournal calendar ]

Afterlife Blues update. [22 Dec 2009|01:30am]
[ mood | shrug ]

Usual place.

In conclusion, I give you No Signal.

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Afterlife Blues update. [18 Dec 2009|03:36pm]
[ mood | stuff ]

Updated last night, etc., etc.

In conclusion, I give you a highly educational video from the Spitzer Science Center.

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Afterlife Blues update. [14 Dec 2009|11:58pm]
[ mood | stuff ]
[ music | Broadcast - Goodbye Girls ]

Surprisingly painless.

Oh, heck. I forgot to recommend my new favorite thing, Homestuck over at MS Paint Adventures. Read more... )

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Afterlife Blues update. [11 Dec 2009|02:10am]
[ mood | a mood ]
[ music | Final Fantasy X - Seymour Battle ]

Here. And, you know, whatnot.

Though I haven't composed a post about it, I made some more progress with Neon Galaxy last week, implementing a system for populating rooms with enemies: I can plant enemies either inside the room itself, or attach them to the walls, and in addition I can arrange for them to be placed in formation next to each other. The placement is determined in an XML file so it's super-easy to define for each map. I then went ahead to work on an AI idea I've always wanted to get working in this game, which is a system allowing the AI to meander randomly around the maze modulo certain desires. (For example, if the AI desired to choose a path that brought it closer to the player, then when it got close enough launched an attack, and then desired paths that take it away from the player, we'd have a hit-and-run attacker. Further development of that idea is left as an exercise for the reader.) This sort of thing should be easy in principle since I've had a navigation graph and A* pathfinding working for a long time, so I was able to quickly assemble a NodeWalk AI behavior that's supposed to do precisely that. However, at present the AI just helplessly wanders back and forth between the same few nodes. I hope I'll get a chance to look at it more over the next few days, although Champions Online uh, real life... stuff... is going to keep me very busy.

In conclusion, I give you do a barrel roll!

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Afterlife Blues update. [04 Dec 2009|02:14am]
[ mood | stuff ]
[ music | Elemental & Tom Carauna - Cup of Brown Joy ]

The usual place at the usual time. (2 AM!)

In conclusion, I give you Robust Aerial Navigation in GPS-Denied Environments.

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Afterlife Blues update. [01 Dec 2009|02:19pm]
[ mood | stuff ]

The usual place. Nice Miles Edgeworth pose on Liraz in the last panel, there.

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Whoopee! Man, that may have been a small one for Neil, but it was a long one for me. [29 Nov 2009|04:24pm]
[ mood | woot ]
[ music | Sidhe - Aurora ]

Today on Neon Galaxy, we bring you...

Drum roll, please... )

3 comments|post comment

Happy Thanksgiving! [25 Nov 2009|11:59pm]
[ mood | nom ]
[ music | R.E.M. - Orange Crush ]

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Afterlife Blues update. [24 Nov 2009|11:56am]
[ mood | stuff ]

About where you'd expect (updated last night.)

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"Aha," I thought, "perhaps the contents of this chest will be of value in my adventures!" [22 Nov 2009|11:58pm]
[ mood | stuff ]
[ music | Jean Michel-Jarre - Les Chants Magnétiques Part 3 ]

So what did I do after finally bending the new polygon clipper to my will? That's right: I decided not to use it.

Read more... )

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Is contrarianism dead? The answer is not what you expect! [21 Nov 2009|06:57pm]
[ mood | woot ]
[ music | Sasha - Piranha ]

Last time I wrote about the many hassles of writing a polygon clipper for Neon Galaxy, more than one person commented that, rather than bending over backwards to handle every possible pathological case that might enter the clipper, I should just meddle with the data before clipping to make sure it wouldn't be pathological to start with.

So, after a few more days of bashing my head against the problem, I decided to go ahead and try that.

Read more... )

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Afterlife Blues update. [20 Nov 2009|02:03am]
[ mood | thingy ]

In the usual place and that is all.

Edit: Oh, and here's that video I linked to.

5 comments|post comment

Afterlife Blues update. [17 Nov 2009|11:45am]
[ mood | stuff ]

Same place, new time. Well, theoretically new.

In conclusion, I give you the amazing planet Mars.

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Three Things I Learned From The Movie "2012" [14 Nov 2009|11:09pm]
[ mood | huh ]

1. If you don't like Los Angeles, boy have I got a movie for you.
2. Tie down your God damned airplanes after the Apocalypse.
3. When selecting a religion, take into account how well its holy places are likely to roll.

(Previously, previously.)

And now that I think about it, there should probably also be something about how the quickest way to become a Big Damn Hero is to cause the problem in the first place. Oh, and maybe also something about designing your evacuation arks so that the engines still work if the doors are open.

To be clear, I liked the movie, but boy howdy. I especially liked the part where, when it looks like our heroes will not have enough fuel in their plane to reach the arks, the Earth's crust rotates the precise amount needed to put their destination under them instead. Handy!

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Afterlife Blues update. [13 Nov 2009|12:16pm]
[ mood | stuff ]

Here. (Updated last night.)

In conclusion, I give you the Great Train Robbery.

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So, Modern Warfare 2. [11 Nov 2009|02:58pm]
[ mood | modern ]

What has happened in the story so far:

Gigantic spoilers for the first half of Modern Warfare 2 (and maybe a few for MW1 as well.) DO NOT CLICK IF YOU DON'T WANT TO BE SPOILED. )

5 comments|post comment

Afterlife Blues update. [10 Nov 2009|01:42am]
[ mood | thrown ]
[ music | Sander Kleinenberg - Sacred ]

Right over here.

So tomorrow Modern Warfare 2 comes out.* I'll be getting it, of course. Not for the multiplayer -- frankly, the online culture for most FPS games is my own vision of Hell -- but for the single player, because nobody does ridiculously over-the-top yet quote-unquote "realistic" like Infinity Ward and it looks like MW2 is taking that ball and not just carrying it down the field but putting it on a rocket and launching it out of the stratosphere. Seriously, look at 0:58 in the official launch trailer. I'm not just using those space-themed concepts as a metaphor here, people.

* Technically it's already come out as of midnight tonight, but Penny Arcade already said all that needs to be said about that kind of nonsense.

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If the robots win, we'll have to listen to techno! [08 Nov 2009|11:00pm]
[ mood | geez ]
[ music | Scissor Sisters - I Can't Decide ]

As should surprise nobody whatsoever, I suddenly got bored with the galaxy/solar system rendering stuff in my game engine and so now it's back to Neon Galaxy again. Specifically, the item I got stuck on before switching projects was polygon clipping. I'm now determined to fix that thing once and for all if it kills me.

And it might! )

6 comments|post comment

Afterlife Blues update. [07 Nov 2009|07:11pm]
[ mood | stuff ]
[ music | Rob Dougan - Chateau ]

It was actually uploaded a day or two ago but I just fixed a problem with the art and re-uploaded it.

Looking back over the comic so far, I have to admit... while I'm usually pretty down on my art quality in this project it's actually been, you know, not really all that bad! At least from time to time!

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Afterlife Blues update. [03 Nov 2009|11:06am]
[ mood | whurg ]

Updated last night.

In conclusion, I give you the feel-good hit of the summer.

5 comments|post comment

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