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Analyzed 28 days ago. based on code collected 29 days ago.
Posted about 5 years ago
After 3 years of committing too much time to my day job (only to be screwed over in the end), it's time to start working on my own projects again.I've moved the Zen Core C++ Library to github (https://github.com/SgtFlame/zen-core).It's a little out ... [More] of date, so I wouldn't consider it "production quality" anymore.  It needs to be brought up to speed with the new C++ standard as well as the new boost libraries.I would like to update the logging so that it can use the new boost logging, and I would also like to enhance the plugin system so that it can use but doesn't require libxml2.  It would be nice if application developers could supply their own configuration system such as a Python / Lua script, or a SQLite database or even an embedded configuration hard-coded in C++.Following Zen Core, I will be moving Zen Enterprise and Zen Spaces libraries over to github as well.Zen Enterprise needs to be updated with a more flexible networking system.  I plan to continue using boost asio, and I would like to enhance it so that it can have more network connection styles (like pub/sub, push/pull, etc) much in the same way that zeroMQ has been designed.  I would also like to improve the protocol handling so as to be able to use Google protocol buffers (or whatever the application developer chooses).Zen Spaces has been completely redesigned in my spare time over the past few months, and I have written a new prototype in Python.While all of these libraries are useful for games and game development, my focus will be on modernizing enterprise software and software development.Looking back, I've dedicated too much of my time developing software for other people, trusting that they know what they're doing, only in the end having them decide that they're going to take a different path.  I have written hundreds of thousands of lines of great software, only for it to go to waste and become abandonware.I may be a bit thick skulled, but I've learned my lesson.  It's time to do my own thing again.  [Less]
Posted over 8 years ago
The Zen Core scripting framework recently got some new updates.With these new updates, it now directly supports exposing derived classes to script.  If the parent class is exposed to script then the methods on the parent class will be available in ... [More] the derived class (as should be expected).While there are still a few caveats, this framework is quickly becoming as useful as Boost.Python, except with the added bonus of supporting multiple scripting languages via the Zen Core plugin system.Any applications you develop using this framework will be able to take advantage of new languages as they're added to our list of supported languages.Take a look at the documentation and see how easy it is to use.  If you have the source code, look at the updates made to Zen/tests/ScriptTest and you'll see a wide variety of examples, including asynchronous handling of events.  It also shows how to take advantage of the new dervied types code.If you have any questions or comments, feel free to visit our forums and ask questions. Enjoy!    [Less]
Posted almost 9 years ago
If you've been following along with our progress lately, you'll see that we're nearing the completion of Zen Engine frameworks and mostly we're tying up loose ends and preparing for a spectacular series of software and documentation releases. One key ... [More] change is we've recently decided to pause development on the "World Builder" level editing project and focus on integrating with Ogitor.  This has allowed us to focus on other things and leverage the talented developers on the Ogitor team.In the near future we'll be completing the integration of our Game Builder entity editor with Ogitor, starting with import/export of entity designs and eventually moving towards a tighter integration. We have our first game engine (Indie Game Engine) developed using the Zen Engine framework coming close to public beta testing, and we're extremely excited about other developers working on their own custom game engines.  All in all, the Zen Engine framework is proving to have a huge potential of saving professional game developers significant time and money.  Starting with a pre-built game engine using the Zen Engine framework, professional game developers have a tool for rapid prototyping a game as quickly as they could with engines like Torque or Unity3d.  The distinguishing advantage Zen Engine has over most other game engines is our "less is more" attitude and our impressive modular design. We've paid particular attention to what needs to be done after the prototyping stage.  With Zen Engine, progressing beyond the prototype into the final game has never been easier, giving game developers and designers more time to experiment and more time to create innovative, fun new games. In the end it all boils down to this... innovative game development, less risk associated with technology, and faster time to market equates to better return on investment.   [Less]
Posted about 9 years ago
Greetings all,We have put a fair amount of effort into the look and feel of IndieZen News. We hope you all enjoy the new format. This issue focuses on team building with an emphasis on Independent Developers working in a distributed environment.IndieZen News
Posted about 9 years ago
    Unless you have been living under a rock or in some wonderful world that we all need to move to you know that those of us in the US are in an economic recession. Even the long rumored recession proof game industry has felt the squeeze. In this ... [More] article we can see that the game market declined in this past year.      The economic decline has put a strain on the game development world for professionals and indies alike. As such, there becomes an emphasis on quality. Producing quality games is what has lead to successes like Call of Duty: Modern Warfare 2, which raked in something close to 500 million in cash during week one. Of course, I am not implying that one can easily create such a juggernaut but this is a valid example of what quality can produce.     So what does this mean? In my opinion, it means that we as developers need to take our time in developing our games. Make sure that what we are releasing is a good game that we are proud to say, “This is my game! I made it and you should play it!”  Then again, I could be completely off the mark, but I don’t think so… -- Jason  [Less]
Posted about 9 years ago
26 December 2009 Happy Holidays Postby Tony Richards on Thu Dec 24, 2009 5:37 pm Happy Yule or Winter Solstice, Happy Hanukkah, Merry Christmas, Happy New Year, etc etc. Tis the season for many holidays depending on your religion and counter, so ... [More] whichever holidays you celebrate this time of year, have a happy one! IndieZen News is moving to a new format We aim to bring the news to you in a convenient, portable format for your reading pleasure. Items that will be posted in the news letter will include posts from developer blogs, tech tips, how-to’s, and many other topics relating to IndieZen and the ZOSS Engine. [Less]
Posted over 9 years ago
This week I spent the bulk of the time working with CEGUI.I integrated the Lua scripting so that I can directly access CEGUI from FracU scripts, but I'm being careful as to not add a dependency to Lua in the common Zen scripts.I added some ... [More] functionality to the StateMachine implementation so that it'll handle nested state machines, and then I created a new state machine that handles transitioning through a series of splash screens, and you set it up by defining your own custom splash screen Lua table.  The FracU one looks something like this: local splashScreens = { -- State machine to which this splash screen sequence will belong stateMachine = game, stateName = "splashScreens", nextState = "loginScreen", sequence = { -- image is the image for the splash screen, can be nil if method is not nil -- duration is time to display the splash in seconds -- interruptable is whether or not the [1] = { image = "FracU.jpg", duration = 5, interruptable = false }, [2] = { image = "gbslogo.jpg", duration = 5, interruptible = true }, [3] = { image = "IndieZen.jpg", duration = 1, interruptible = true } }, showMethod = function(state, splashItem) ... this method shows the splash screen end, hideMethod = function(state, splashItem) -- Clean up in the state's onExit function end, onTick = function (state) ... this method handles fading in / out end}   [Less]
Posted over 9 years ago
19 December 2009 The end is Near! We have come to the second to the last issue of the IndieZen Weekly. What do I mean? I’ll tell you what I mean, after next Saturday there will be no more IndieZen Weekly. Why? you ask, because we are moving to a ... [More] monthly magazine format for news distribution. Look for the new format IndieZen Magazine coming to you in January 2010. You may also be interested in these other events coming in early 2010 [Less]
Posted over 9 years ago
12 December 2009 Working through the weekend… We all know the perils of neglected backups, but what do you do when your backups fail? I recently had a glitch while installing FreeBSD 8.0 in a multi OS configuration. It seems that with a SATA drive ... [More] array one can cause all manner of problems with a simple alteration of the drive configuration. As I mentioned, I was installing FreeBSD to boot from the same drive as another OS, Ubuntu, when I encountered a glitch. [Less]
Posted over 9 years ago
Since my blogging efforts have lagged a little behind actual "weeks", this blog will cover the weeks from Nov 30th to December 10th, and I'll start blogging on Thurs or Fridays to cover the previous week.For Fractured Universe proper, the only thing ... [More] I completed in this past week or two has been to get the game client functioning on both Windows and Linux... I can't seem to find enough time on a Mac to get the Zen build docs completed, so I don't have a fully functioning Mac development environment yet.  Oh well, I'll work on that when I get some time.I'm pleased with how I have the Subversion repo set up so far.  I used the "external" property so I could link to the IndieZen Lua scripts directory, and I placed that in FracU/core and FracU/mudbot.For those that don't know, mudbot is my Lua IRC bot that I wrote as the beginnings of a MUD (multi-user dungeon).It's not a fully functioning MUD at the moment, but it is useful enough to test different NPC and AI subsystems without having to use a full 3d GUI.  I prototyped my current NPC dialog and quest system using mudbot and I'll probably continue extending the functionality for additional tests and prototypes. [Less]