BEEP Gets Ported To Linux

Linux is like an addiction for me;  at times it feels a bit unhealthy, but I can’t resist it.

Back in the early 2000’s, I experimented with various distributions while going to school. Since then, I’ve used Red Hat and Suse Linux at work (for computer graphics and animation work) and experimented heavily with Ubuntu at home.

In the past, I tried desperately to make Ubuntu my primary desktop system, but I always came crawling back to Windows when the mountain of incompatibilities forced me to admit that it ‘just wasn’t ready yet’. In those early days, I think I liked the idea of Linux, more than Linux itself.

Boy have things changed in just two short years.  My recent experience porting BEEP to Ubuntu linux has been a very pleasant one.  Linux has really come into it’s own as a viable desktop platform. And I’m very happy to report that my videogame, BEEP, is running great in the newest version of Ubuntu.

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Python ElementTree XML Tutorial

After a lot of experimenting, I think I’ve found what is the fastest and simplest module for writing/parsing XML with Python. The module is called ElementTree (etree) and it comes standard in all Python versions 2.5+. The parser is lightening fast and the API is extremely clean. You won’t have to compromise between simplicity and speed; ElementTree has it all. The only strike against it is that the documentation is scattered all over the place. That’s why I wrote this.

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My “Must-Have” Software Applications

I use a lot of software in the process of making BEEP. Just for kicks, I thought I’d take a stab at enumerating them:

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A Simple C++ Finite State Machine

I thought it might be nice to share a snippet of code that has worked out really well for me over the past few months. I use it literally everywhere throughout the codebase of my videogame BEEP (AI, UI, Audio etc…). It’s a simple, extensible, portable finite state machine written in C++.

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Pieces Of My Game Engine

I want to talk a little bit about exactly what components are being used in my game engine. I’ve spent the last few months assembling an engine from a mixture of custom-built software and Open Source components. It’s built using C++ with an emphasis on modularity, a clean-coding style, simplicity and speed.

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