Finger info for icculus@icculus.org...


 (Seen my glasses? I'm a dork.)

 If you want a specific section of my plan, you can use the web interface
  like this:

   http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&section=intro
   http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&section=proj
   http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&section=general
   http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&section=ssam
   http://icculus.org/cgi-bin/finger/finger.pl?user=icculus&section=todo

 Or directly through port 79, if your finger client will let you get away with:
   finger icculus?section=ssam@icculus.org

This is part of the new, improved IcculusFinger. Yay.

Thanks,
  --The McManagement.



Currently Active Projects: (This is in no particular order)
- The icculus.org open source incubator. - SDL_sound. - PhysicsFS. - The Build Engine. - Toby. - Serious Sam. - IcculusFinger. - Unrealty. - UT2003. - IcculusNews. - Other stuff. I have projects on icculus.org (some are even mine) that are already abandoned. I will have to figure out what to do with them. If you want to peek around, look at The CVS Tree.
General stuff:
Do yourself a favor and go buy the GroVont Trilogy, by Tim Sandlin. Skipped Parts, the first book, is like Catcher in the Rye if Holden had managed to fuck the prostitute in the hotel room. This is a book about 13 year olds having sex (and having babies!) and features a collection of situations that I've never been through...and yet, I completely understand every thought that goes through the main character's head. This book speaks to me in ways that only Salinger had succeeded in previously. Get it. I'm about 50 pages through Sorrow Floats, the second book, but Sandlin writes from a 22 year-old mother's perspective as well as he writes from a 13 year-old boy's. The third book, Social Blunders, picks up with the 13 year-old boy again, many years later. These are the funniest books I've read about some seriously unfunny stuff. They're about 400 pages each in paperback. I read Skipped Parts in one sitting (and a good portion of it during UT2003 recompiles. :) ). I also picked up some other books I've been meaning to read forever, but somehow never managed to. One Flew Over the Cuckoo's Nest, On the Road, and A Good Man is Hard to Find (yay Flannery O'Connor!). Book store gift certificates are better than casual sex, I swear to god.
Serious Sam:
Yes, I'm porting it. No, there's no timeframe right now. Email me with questions, and I'll start a FAQ or something. Current Status: I occasionally get an email saying, "hey, where the hell is Serious Sam for Linux? It's been months, and your .plan has been collecting dust!" My current favourite response: Unless hours were cups of sack, and minutes capons, and clocks the tongues of bawds, and dials the signs of leaping houses, and the blessed sun himself a fair, hot wench in flame-colored taffeta, I see no reason why thou shouldst be so superfluous to demand the time of the day. I wasted time and now doth time waste me. -- William Shakespeare That being said, it's still being worked on. I'm so far behind schedule, it's not even funny, but this is the danger of free work. I need to eat, so when paying contracts come along, they will always take priority over charity ports. In the past few months, a lot of Linux and MacOS game porting work has come my way. Candy Cruncher was one such beast (which, if you haven't tried it, then you are missing out on an addictive little game). Other games, plus open source contributions to SDL and friends, maintaining and improving icculus.org, etc...I'm a mover and a shaker, apparently...but I'm still plugging away at the code when I've got time. I can't thank you Linux gamers enough for your patience, and hope it pays off for you shortly. In related news, I squashed that motherfucker of a rendering issue. I moved over to the Intel C++ compiler, since their 6.0 release doesn't suck ass like version 5.0 did. I might stick with GCC for the final builds, but Intel C++ has one thing going for it that makes it a great porting tool: it can grok both GNU and Visual C style inline assembly. This was a godsend, and fixed at least three major rendering problems. For example, there's code that looks something like this in the original source base: __asm { fld dword ptr [f] fist dword ptr [slTmp] fisubr dword ptr [slTmp] fstp dword ptr [fDiff] // ...some other stuff ... } I had this for the Linux build: __asm__ __volatile__ ( flds dword ptr [f] fists dword ptr [slTmp] fisubrs dword ptr [slTmp] fstps dword ptr [fDiff] // ...some other stuff ... ); (okay, the operands aren't right in the GNU one, but follow me here...) Apparently, this is wrong, and created a very subtle rounding error in the Linux version. I didn't discover this until I got the Intel compiler to generate an ELF binary with the MSVC inline, and the bug mysteriously vanished. At that point it was just a matter of compiling each source file with inline assembly (there's about 10 to 15 of them) with Intel C++, trying both the GNU and MSVC inline until I found the file that had the buggy code. When I narrowed it down to that code fragment, I used gdb to disassemble the MSVC inline version...this spits out assembly in AT&T (GNU inline) format, and I could compare. Here's the difference: What I had: What I should have had: flds (%%eax) flds (%%eax) fists (%%ebx) fistl (%%ebx) fisubrs (%%ebx) fisubrl (%%ebx) fstps (%%ecx) fstps (%%ecx) Why I was supposed to know that I needed to specify a different precision to two of the opcodes and not the other two is beyond me. This is why everyone thinks inline floating point assembly is broken in gcc. It's not. Inline assembly in general is broken in gcc. Or rather, it's braindead. I'm sure there will be people that disagree, but they don't port games to Linux for a living. I think I'll send Michael Abrash a love letter and send the Free Software Foundation a photocopy of my ass. Anyhow, next hurdle is networking, then some polishing, and then (dear lord), The First Encounter might be ready. Thankfully, the Second Encounter should be a much smoother ride, since I just need to get the entities (many of them cut-and-pasted from The First Encounter) compiling. Again, thank you for sticking around. I'll keep this .plan more updated in the future. Those old Screenies. Keep me and icculus.org going. --ryan. (FAQ snipped. Check the archives.)
My never ending TODO list:
Somewhat immediate TODOs: - Fix Unrealty netcode. - Look at SDL audio conversion code. - Check for zlib 1.1.3 remnants on icculus.org. - Yuri's Revenge support in csmhax0r. - Have csmhax0r flip read-only flag. - Reburn damaged music disc. - Read Bernd's Gamasutra article. - Send zakk his stuff. - Nag Kent about MindRover again. - Nag Vince about dedicated server stuff. - Report compiler issues to Intel. - Get CodeHost the Holy Build Box. Ongoing TODOs: - Port Serious Sam. ( 9%) - Rewrite IcculusNews. ( 70%) - Release SDL_sound v1.0. ( 90%) - Release PhysicsFS v1.0. ( 95%) - SDL_mixer rewrite, using non-existant SDL_sound library. ( 0%) - Toby rewrite #4. Way overdue. ( 20%) - Documentation for Toby. YEARS overdue. ( 0%) - Major SMPEG updates. ( 0%) - Rewrite web interface to mailing list archives. ( 0%) - Write The Hook Book. ( 0%) - Read A Beautiful Mind. ( 1%) Backburnered, but reasonable TODOs: (in no specific order): - Make the logs rotate automatically. - Hook up CVS to IcculusNews. - Let people submit to IcculusNews via email. - Figure out how to monitor exactly how much bandwidth we've used per month. - Hook up mailing list software to IcculusNews. - Hook up Bugzilla to IcculusNews. - Rewrite Toby's parser. - Finish writing Punk Ass Comedy. - Finish writing The Street. - Finish reading The Dragon Book. - Increase memory/swapspace. - Remove http://icculus.org/sysinfo/todo.html - Clean up room. - Clean up home dir. - Set up meldrew. - Get nerf updated for SSL support. Blue sky: - Get Dreamcast Linux working. - SDL OS/2. - SDL LightPen/tablet support. - SDL MsgBox API. - Make BUILD Engine support OpenGL. - Fix the Linux Realtek drivers. - Write scratchware. - Physics engine. - BuildGL. - BuildX. - Get BUILD engine ready for Matt Saettler. - Get Duke3D/COMMIT net API implemented for modern platforms. - Get Duke3D sound API implemented for modern platforms. - Beat Zork III. I will someday, I swear. --ryan. (icculus@clutteredmind.org) (icculus.org icon goes here)

When this .plan was written: 2002-05-12 02:39:34
.plan archives for this user are here (RSS here).
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