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Wednesday, July 29, 2009
LibBeImba 0.1.1 beta
Posted: 6:00:00 PM 0 comments
I've updated my LibBeImba project to version 0.1.1 beta. The major change with this version is that I decided to write a function that actually updates the toon's data on BeImba. This means that you don't have to manually update your toons yourself, you just have to call this function. There's also a demo application that shows how to use the LibBeImba library.

I'm working on an update to my other WoW-related project, LibWowArmory, next, as the current version is incompatible with the current Armory due to changes made earlier this month.

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Thursday, July 16, 2009
Married Life
Posted: 3:01:00 AM 1 comments
Ah, the married life.

Um, it seems to be the same as unmarried life.

Anyway, it's been far too long since I've posted here. First of all, you'll notice a new picture! This is from my wedding, and probably will be the one I use online going forward, as opposed to that silly surprise smile face from 2001. I'll likely still use my side Vegas photo occasionally, but this is going to be my common photo for the time being.

I'm still heavily addicted to World of Warcraft. Six Minutes to Release is still going strong, and I have done a lot with it since my last update. Right now I'm working on updating the broken LibWowArmory to work with all of Blizzard's latest Armory changes. Woo, this post is already linkerific.

Cent has resurfaced as a project when I discovered C++/CLI. Basically, all the calls to Crystal Space are done in C++/CLI while I do the actual game logic in Visual Basic.Net. It's not been without its difficulties, though. For instance, passing a System.String from VB.Net into C++/CLI for use as a char* parameter without causing a memory leak was interesting. I finally came up with this function:

const char* Marshalling::StringToConstCharPointer(String^ strIn) {
    marshal_context^ context = gcnew marshal_context();
    return context->marshal_as(strIn);
}


So far, I've gotten a blank screen with an FPS counter in the upper right touching 2,400 fps. I'm currently working on the static loader module that loads the images, music, and other various files needed by Crystal Space. Then I get to start working on the menu, which will be designed a heck of a lot smarter than the old one was. That is, no more 10,000 line classes.

The only thing I have yet to figure out is the new event system of Crystal Space, which is probably just for lack of trying. Right now I cannot handle keyboard, mouse, or joystick input without breaking the frame processor. If I try to handle all events, the frame event doesn't fire. If I comment out the part that handles all events, the frame event works fine. I'm sure I'll figure it out with time.

My music has, unfortunately, been put on hold. I just don't have the time nor the proper equipment to do anything with it. I've probably written half a dozen songs in my head in that time, but the overall motivation to actually do something with it is mostly gone. Hopefully next year I can get something from Open Labs and get myself out of this funk.

And finally as a footnote, I am quite into Kado Kado, a competitive mini game website. I am doing really well in Iron Chouquette, Ellon in the Dark, Opalus Factory, and for some reason Cooking Lili. I absolutely hate Cooking Lili. But I'm good at it. Bleh. But seriously, many of the games are fun, and they're coming out with more all the time. You can play five times per day for free, or if you become heavily addicted like me, you can buy the ability to play more.

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