Archive for the 'Software Development' Category

Working on it…

I know I’ve been out of touch lately, for a number of reasons (some of the pretty good ones, too *smirk*), but I was reading the daily Coding Horror blog entry this morning and it contained a little observation so obvious and powerful (yet frequently ignored) that I had to immediately act on it :

And yet over and over, I’m gathering stories that point to the fact that programmers do not want to write code out in the open. Programmers don’t want their peers to see mistakes or failures. They want to work privately, in a cave, then spring "perfect" code on their community, as if no mistakes had ever been made.

One of the unfortunate consequences of this trait, which I exhibit just as much as (and maybe more than) any other developer I’ve ever met, is that for very long periods of time it will appear that I am doing absolutely nothing with regard to C:SI, while the truth may be that I’m just in "dark mode".

While the aforementioned blog post has more relevance to professional software development than to in-world scripting, it at the very least demonstrates to me that I could do a much better job of communicating what I’m doing "behind the scenes" rather than giving the appearance of doing nothing.

So on that note :

I’ve been reviewing the comments on my using bots for testing post, and compiling those into a more formal (in the sense of ‘do these steps’) list of tests to be performed, as well as trying to understand the whole ‘what makes a balanced weapon’ subject, and am beginning the process of working on updating the bot code. 

This will likely be a long-term ongoing project, but if it’s at all interesting to people I could post about my progress here.  I’ve also been considering posting periodically about how I implement various things in the bot code in case anyone else is interested in the subject, but I’m not certain I want to do something like that until I get some issues worked out (which is, of course, the whole point of the subject mentioned in the first paragraph, lol).

In any case, I just wanted to let people know that I’m recovering just fine, and *am* working on stuff, even though it probably doesn’t look that way :)

Popularity: 35% [?]

OMGBOTS! - Using bots for unit testing

It’s been one of those days…  On top of still dealing with the stress of Albertsons.com losing my order and having all of my grocery money locked up and unavailable for a week, I’m still working on my RL project even though I’ve been at it since about 5:00 this morning.

And yet, a conversation I had with Ayame recently keeps coming back to me, even while I’m working.  She’s got some ideas and some projects she’s working on which utilize bots built on libsecondlife code which will, I believe, be a very nice benefit for the C:SI community.  I’m going to be assisting in any way that I can, and I’m quite excited about the idea.

Thinking about her ideas keeps bringing me around to the idea of how I could do so many things with bots to make my own life easier, unit tests being a prime example.

I’m still very much trying to come up with more objective methods to determine whether a weapon is balanced, and I can think of several ways that automated testing via a bot running a predefined script of actions can assist in that process.

Unfortunately, my schedule being what it is, I haven’t really had time to think on this too deeply.  The technical details of how to implement the tests are not the big challenge, really.  The big challenge, as I see it, is coming up with a valid and reasonably complete list of tests that should be performed for all C:SI weapons.

I will continue to think on this topic as time allows, and should have some time this weekend to really dig into the topic, but I wanted to post this now in order to elicit feedback from the community as well.

I know that many C:SI members are software devs, and even many who are not have repeatedly shown that they have a pretty solid understanding of ways to test the weapons for balance and "correctness", so I’m asking anyone and everyone who has ideas to go ahead and submit them.

So whatcha think, got some good ideas for ways to objectively test C:SI weapons for balance and correct function?  I’d love to hear your thoughts!

Popularity: 41% [?]

Buzz : Avatar Puppeteering in Second Life®

Last month, when I posted an article on realXtend joining with OpenSim, I mentioned that one of the things that got me truly excited while reading the proposed feature list was the ability to directly script the avatar skeleton.

Here’s what I said at that time :

Ability to script avatar skeletons - Apparently inverse kinematics is on the feature list, but in addition to that developers will have the ability to script fine-grained control of the skeleton’s bones.  While it may not allow for everything that Endorphin would, it would seem to me that this could provide a great deal more spontaneity and interactivity between avatars than Second Life® ever could.   Note, this is not just .bvh animations uploaded like Second Life®, we’re talking scripted access to the skeleton!

What I didn’t know, and only just now found out from Massively, was that similar features have been on the Linden Lab® lab radar since as far back as last August (according to the Puppeteering wiki page), and according to Moo Money at Massively it’s been talked about in focus group sessions since 2006.

That wiki page mentions that scripted animation - the ability to control joint rotations and figure positions through LSL script rather than the simple playback of animation files - is on the agenda, and if they ever do in fact add that capability I can easily imagine that melee combat like Combat: Samurai Island will take on entirely new and fascinating dimensions.  Combine scripted spontaneous animation with physical avatars, and you have the foundational components for a level of combat interactivity that will truly blow away anything available in-world today.

In order to get a sense of the difference between what we have now and what this could mean for the future, take a quick look at this section from the AvatarPuppeteering website:

 The Physical Avatar

Techniques for animating avatars have come a long way, although they are still largely based on the linear narrative of film technology, whereby character animations are crafted beforehand using keyframing, inbetweening, etc., stored in a file, and then played using various triggers in the context of a dynamic virtual world. The animations look exactly the same each time they are played - which is of course desirable in the case of a feature film - but pretty useless in terms of spontaneous expression in an online world.

To accommodate the novelty and freshness of online virtual worlds, hybrid layers of procedural animation have been introduced, which allow the avatar to adapt to an unpredictable environment and to respond to user intent (although still to a limited degree, in my opinion).


Avatar Puppeteering introduces a completely physics-based means of naturalistically animating the avatar, in which every joint can be pushed, pulled, or rotated in real time for maximum expressivity and responsiveness. The underlying technology for Puppeteering is called "Physical Avatar" - it is called that because it uses forward dynamics to affect the positions of avatar body parts in the virtual world. This is explained in the sections below.

There’s a pretty cool though very limited video demonstrating in-world animation available on YouTube.  It looks to me like it’s mostly a ragdoll/kinematics simulation, but it’s pretty significant that it’s being done in-world rather than via third-party software like DAZ or Poser.

This is very encouraging news, and I’m once again excited about the potential of Second Life®   I can’t wait to get my grubby little hands on a technology preview!  Be sure to check out the AvatarPuppeteering website for more in-depth information and more videos.

Popularity: 41% [?]

Beware of falling rocks - Redesign in progress

As I mentioned yesterday, I’ve decided that now is a good time for me to redesign the theme I use for my blog.  For too long now, I’ve used a WordPress theme that, while it looked nice enough, did absolutely nothing to visually convey the topic or spirit of the site.

nara-burning-sm I’m pretty pleased with the amount of progress I’ve managed to make so far, but I’m no web designer so there’s still much work to be done.  On top of that, there are some very weird quirks about the way my blog works (it’s a modified self-hosted WordPress installation using K2 as a base theme) that make development difficult.  Specifically, I cannot get the K2 sidebar modules to load in my local sandbox installation, so I will undoubtedly have to deal with things that work great on my development machine that are broken on the live site.

Feedback is always welcome, but please keep in mind that this is the first WordPress theme I’ve ever made, and I’m no graphic artist, so please be kind :)

And if everything breaks, well…  You have been warned.  I’ll do my best to fix it, haha.

Popularity: 25% [?]



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