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.
  - UT2003.
  - various Pyrogon things.
  - 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:

  For reference, Sorrow Floats was better than Skipped Parts.
  Be warned, though: even if you can survive Amy Tan's novels without
  becoming a man-hater, Sorrow is going to change your mind. I'm
  presently debating self-castration in the name of proaction, having
  finished the novel. I think I'll hold off on reading Social Blunders
  for now, and dig through Kerouac's On the Road instead. Everyone
  used to tell me I need to read that, and somehow, I never did.

  Then again, everyone used to tell me I remind them of John Cusack in
  Say Anything. I'm don't know if that's complimentary or not. They
  used to say I reminded them of Johnny Depp in Benny and Joon when
  I was in college. I don't get this sort of thing much any more. Either
  I've ceased to be a stereotype, ceased to be interesting, or ceased talking
  to people that watch too many movies. Who knows?


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:
 - 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.
 - Nag Kent about MindRover again.
 - Nag Vince about dedicated server stuff.
 - Report compiler issues to Intel.

Ongoing TODOs:
 - Port Serious Sam. ( 9%)
 - Rewrite IcculusNews. ( 72%)
 - 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%)
 - Read On the Road. ( 10%)

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.
 - Put all the header/footer functions for icculus.org in one PHP file.

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: 2002-05-18 08:36:04
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