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https://icculus.org/finger/jcspray?rss=1
.plan update from jcspray, 2007-03-23 12:08:27
https://icculus.org/finger/jcspray?date=2007-03-23&time=12-08-27
Fri, 23 Mar 2007 12:08:27 -0400
No plan.<br/>
.plan update from jcspray, 2006-07-16 18:13:16
https://icculus.org/finger/jcspray?date=2006-07-16&time=18-13-16
Sun, 16 Jul 2006 18:13:16 -0400
NULL<br/>
.plan update from jcspray, 2004-03-31 12:40:23
https://icculus.org/finger/jcspray?date=2004-03-31&time=12-40-23
Wed, 31 Mar 2004 12:40:23 -0500
<center><i>Nothing to report.</i></center>
.plan update from jcspray, 2003-11-25 08:57:14
https://icculus.org/finger/jcspray?date=2003-11-25&time=08-57-14
Tue, 25 Nov 2003 08:57:14 -0500
[2003-11-25]<br/>Ach, save me from diffusion and f90. Want to get home and code a nice tracer <br/>effect, so that my sexy-ass new machinegun effect will be done. Then to <br/>improve the enemies so that they can take incremental damage and have some <br/>kind of visible response to being damaged, and then to redo the 'missiles' <br/>to be something slightly more convinving than the glowing red spheres that they <br/>are. Splash damage perhaps. I'm also itching to make use of my lovely <br/>collision detection to make things that bounce, somehow.<br/><br/><br/>[2003-11-21]<br/>Ah-ha! After weeks of no code but filthy Tuesday Fortran 90, I fix the fabled <br/>excido bug. It was a subtle combination of many different areas of code. What <br/>really got me about it was that the key mistake was in the Ufo class - when <br/>sniffing around for stack corruption I gravitate to things like the graphics <br/>and the sound subsystems, which have great big resources to manage, not pissy <br/>little unintelligent enemy classes.<br/><br/>So here's what was going on:<br/>1)Game ends, Ufo linked list destroyed<br/>2)Each Ufo's destructor gets called, sees that Ufo.alive is true, calls Ufo::Die <br/>3)Ufo:Die calls Game:IncScore to reward the player for the apparent Ufo-massacre<br/>that just occured<br/>4)IncScore notices that the score is past the powerup threshold, and tries to <br/>create a nice new PowerUp in poweruplist, which doesn't exist any more, <br/>due to the order in which things get wiped in Game::Happen <br/>5)Memory is no longer containing what everything expects it to contain-><br/>Something segfaults soon after. By pure coincidence, usually the physfs <br/>calls for writing out the scoreboard and configuration<br/><br/>Righteously difficult to reproduce, one way and another. The actual offending <br/>lines were written ages before the bug showed up, and functionally not <br/>directly linked to the new code that 'created' the bug. Truly a proper bug,<br/>if not all that incredibly complicated in the final analysis. Of course, as always<br/>it was my own stupid fault for writing such silly code to begin with. Calling Die on <br/>destruction must have been either very early in the morning or late at night.<br/><br/><br/>[2003-09-17]<br/>Hiking to campus in order to access tEh intarweb. How tiresome. ADSL soon.<br/>Valgrind is pretty cool. British Telecom are /not/ pretty cool.<br/><br/>[2003-09-06]<br/>Today's reason to be cheerful - I can ctrl-z warcraft 3 and do something else <br/>with it in the background not touching the CPU. Very handy.<br/><br/>[2003-09-04]<br/>I continue to frustrate myself. free() fails, malloc() fails, but when I run <br/>with electric fence it all works fine. I hate.<br/><br/>[2003-09-02]<br/>Complements to Game for having sane staff with the freedom to perform <br/>reasonable customer service.<br/><br/>On the other hand, if they had confiscated my copy of Frozen Throne and just <br/>made me sit on the floor and code some cool fortran->C interface framework <br/>then I would be far better off. I'm tempted to blame the nature of the season <br/>for my total lack of productivity.<br/><br/><br/>[2003-09-01]<br/>I return, lazily.<br/><br/>[2003-08-28]<br/>For the benefit of anyone who comes here wondering why I'm so quiet, I'm out <br/>of town for a few days. Bye.<br/><br/>Also, I've found a new sense of okayness about the current rash of excido <br/>problems. I've tested the 0.1.3 release and found it to be stable, which means <br/>that I'm now poring over a diff of 0.1.3 and current. I will find this little <br/>bastard.<br/><br/>Also, check out stroids3d: <a href="http://www.upl.cs.wisc.edu/~anthony/index.php?page=stroids.">http://www.upl.cs.wisc.edu/~anthony/index.php?page=stroids.</a> I haven't tried building it yet, but it looks pretty pretty.<br/><br/>[2003-08-27]<br/>Bah. Continuing with the annoying segfaults. Physfs, SDL and SDL_ttf are <br/>all segfaulting on exit...SOMETIMES! Very, very annoying. I have to sit <br/>there and play for quite a while to actually get the bugs to show themselves.<br/><br/>In other news, Frozen Throne. See you in a week! Actually, I'm not completely <br/>happy about it - the cd I was sold in Game was obviously pre-owned. Stupid <br/>me for not checking it as I walked out of the store. It's fine, apart from <br/>the fact that the whole reason I bought it was for my nice legit battle.net <br/>ID, which I'm now quite suspicious might be someone elses illegit key too :-( <br/><br/>Going to be quite funny taking it back to the store: me taking it back <br/>could be the exact same thing that I'm worrying about - people harvesting keys. The reason I'm pretty convinced that someone would have nabbed the key is that <br/>it couldn't possibly be a legitimate return - anyone who can run War3 can <br/>run frozen throne, and no-one without war3 would have bought frozen throne. <br/><br/>Unfortunately my schedule is a little messed up at the moment. I must make <br/>certain to get back to a Game within 10 days, I think it is.<br/><br/><br/>[2003-08-26]<br/>Euch. Mysterious segfaults galore. Physfs is sometimes segfaulting when <br/>trying to open a file for writing. Seems to depend on how long the game's <br/>been running, bizarrely. There is a FIXME in the physfs function that <br/>execution is in at time of segfault!<br/><br/>On the positive side, excido now has powerups, which pop up at random locations<br/>when you pass certain score thresholds. That's groovy, but I will fix0r these <br/>segfaults!<br/><br/>[2003-08-25]<br/>Lots more jolly excido high jinks today. There was a bug that prevented <br/>compilation with current GCC, now fixed. Another bug has come to my attention <br/>which I'm dealing with at present. More obscure, this one. OpenGL runtime <br/>problem in the menu system. Possibly related to a problem in G400 drivers.<br/><br/>[2003-08-24]<br/>Yay for this morning! Got lots of positive excido feedback. Now I will have <br/>to work more on it. <br/><br/>[...later..]<br/><br/>Right, packaged up 0.1.3 tarball and updated web site appropriately. Also <br/>submitted update to happypenguin.org. Feel a bit unsure about that, since <br/>I'm doing such incremental releases so often. However, I have no other <br/>way to update the info about excido in their database, so I guess if it <br/>keeps excido popping up to the top of the news frontpage, then that's <br/>not my fault. Still, I hear echoing freshmeat jokes every time I do it.<br/><br/>Ghandi followed by A Bridge too Far on the beeb. They sooo wouldn't have <br/>been allowed to screen that combo when we were about to coloni...liberate <br/>iraq. The first film psyches you up to the wonders of pacifism, and the <br/>second reminds you that war is hell.<br/><br/>[2003-08-22]<br/>Why is it so difficult to convince people that computers are not analogous to <br/>washing machines, cars or television? I suspect it's because they've come to <br/>view all electronic goods as consumerist phenomenon. That and raw fear.<br/><br/>[2003-08-21]<br/>Okay, I am now even less happy with these people. They called me up to ask <br/>me to do some work on short notice (like 1 HOUR'S notice), and I said I'd do <br/>it. Then, they call me back 10 minutes later, when I'm in the fscking shower <br/>to cancel. Apparently they kept on calling people, and found someone who <br/>could make it there sooner than I could. Charming. Travail, the employment <br/>agency, are to be avoided. The other agency I've used are not all that nice, <br/>and they're not strictly honest, but they don't screw you over this blatantly.<br/><br/>On the now abandoned Tampa facial recognition camera scheme:<br/>"Police are at a loss to explain why the software wasn't effective, since it <br/>seemed to work fine in controlled testing." - Atlanta Journal-Constitution<br/><br/>On his ditching of microsoft in favour of free software, Ernie Ball said:<br/>"I'm not in this just to get free software. No. 1, I don't think there's <br/>any such thing as free software. I think there's a cost in implementing <br/>all of it." The interview ended at that point, as RMS entered and wouldn't <br/>stop screaming until they promised to replace OpenOffce with emacs...<br/><br/><br/>[2003-08-20]<br/>/Other/ temping agency called me up, then called up 18 hours later to cancel.<br/>I am not happy with these people.<br/>However, I _am_ happy with progress on excido. I've 'let there be light' over <br/>the whole arena, which I hope creates the effect of an eerie glow from the <br/>nebula in the sky. I still don't know exactly what I'm doing with this <br/>lighting lark, but I'm managing.<br/>Done other random bits of eye candy too, like shadows on the menus. Fixed a <br/>couple of insignificant bugs in the menu system. Have one known serious bug, <br/>where the screen goes bright pink and nothing works properly. Work on that <br/>today.<br/><br/>...much later...<br/>Today has been a day of fixing niggling bugs, and getting to know my code <br/>better by making new bugs and fixing those too. In the name of feature-<br/>expansion, I added a nice green fps meter. Doing this reminded me of the <br/>horrific granularity of SDL_GetTicks() as a way of knowing simulation time-<br/>step size. Must investigate alternatives.<br/><br/>Also, tried out Slickworm [1]. Damn impressive stuff. Intend to poke around <br/>in the source to learn and possibly contribute. Planning to redo my audio <br/>class with an OpenAL backend at some point - current sound implementation in <br/>slickworm appears relatively crude (also OpenAL based), so may see if <br/>developer wants my sound code if I come up with anything remotely elegant.<br/>Slickworm has lovely, lovely terrain rendering, and uses ODE (which I keep <br/>meaning to learn), so the physics is fun too. It has deformable terrain, <br/>however you're deforming a heightmap (imagine what happens if you shoot a <br/>hole in the side of a mountain). I think that if I were writing something <br/>like that, I would make it so that impacts to surfaces beyond a certain level <br/>of steepness just charred, rather than cratering. The vertical extrusion of <br/>the crater when on a mountainside really kills the otherwise slick illusion.<br/>Graphics are nice beyond the terrain, too. Ubiquitous stencil shadows give <br/>a strong feeling of sunlight. Comedy development release quirk - there's a <br/>weapon model (first person view) but no character model. Therefore, when <br/>one looks at the ground, one sees the shadow of a shotgun floating in mid-air.<br/> I have a feeling that slickworm is a sufficiently cool project that it's <br/>worth paying attention just so that one can casually say "Oh, yes, I remember <br/>0.2, the handling was SO much better back then" in years to come :-)<br/><br/>[1] - slickworm.sourceforge.net<br/><br/><br/><br/><br/>[2003-08-19]<br/>Temping agency called me up. Asked me if I would like to do the shitty job <br/>that I did for a week previously and then gave up, and then told them I didn't <br/>want to do it again a few days after that. When will they learn? I guess they <br/>were hoping that I'd developered a crack habit and had grown desperate.<br/>Yesterday, I accidentally made a flocking algorithm. I say accidentally <br/>because I didn't know what I was doing, so it couldn't possibly have been on <br/>purpose. Anyway, today I'm going to add nodes in the scenery that the AI tries <br/>to avoid, to get away from the situation where they're almost always sliding <br/>along the edges of the buildings to get to me.<br/><br/><br/>[2003-08-17]<br/>Thought of clever way to deal with bug whereby player can escape the arena <br/>through the edges. Then I tried it, found that it didn't work too well,<br/>and fixed it using a one-line solution that I thought of while on the toilet.<br/>Played with having the player modeled as a particle on a spring rather than <br/>having 'fake' bounce in the hover, realised that it wasn't necessary yet <br/>and would involve revamping certain things more than I felt like.<br/>Played with a 'flamethrower' effect yesterday. Seems quite doable, although<br/>would require me to have implemented animated textures to work well. Curse<br/>gray matter for raising the bar so much on that one :-)<br/><br/>[2003-08-16]<br/>Collision detection is relatively functional at present. It's still only ray <br/>poly detection. Sphere-poly today. Then that will be done for the moment <br/>and I will have to find something more worthy to work on.<br/>I've had it highlighted to me how inadequate Config::Load is, so will probably <br/>rewrite that today. I intend to use Standard C++ Library strings, which is <br/>going to be a first for me.<br/><br/>[2003-08-15]<br/>That was scary. I thought it was thursday. Anyhoo, today I will try and make <br/>collision detection work somewhere near properly, paving the way for funky <br/>scenery. You never know, someday in the future we may even get gameplay :-)<br/>In other news, my sister is stuck in Toronto (where the power is out).<br/><br/>[2003-08-14]<br/>Greetings. I arrive on icculus.org, with my fledgling project Excido.<br/>icculus.org/excido. What's currently available shows gameplay in a wide-open <br/>arena. What I'm working on at this time is buildings - suitably cuboidal ones.<br/>
.plan update from jcspray, 2003-11-21 20:00:35
https://icculus.org/finger/jcspray?date=2003-11-21&time=20-00-35
Fri, 21 Nov 2003 20:00:35 -0500
[2003-11-21]<br/>Ah-ha! After weeks of no code but filthy Tuesday Fortran 90, I fix the fabled <br/>excido bug. It was a subtle combination of many different areas of code. What <br/>really got me about it was that the key mistake was in the Ufo class - when <br/>sniffing around for stack corruption I gravitate to things like the graphics <br/>and the sound subsystems, which have great big resources to manage, not pissy <br/>little unintelligent enemy classes.<br/><br/>So here's what was going on:<br/>1)Game ends, Ufo linked list destroyed<br/>2)Each Ufo's destructor gets called, sees that Ufo.alive is true, calls Ufo::Die <br/>3)Ufo:Die calls Game:IncScore to reward the player for the apparent Ufo-massacre<br/>that just occured<br/>4)IncScore notices that the score is past the powerup threshold, and tries to <br/>create a nice new PowerUp in poweruplist, which doesn't exist any more, <br/>due to the order in which things get wiped in Game::Happen <br/>5)Memory is no longer containing what everything expects it to contain-><br/>Something segfaults soon after. By pure coincidence, usually the physfs <br/>calls for writing out the scoreboard and configuration<br/><br/>Righteously difficult to reproduce, one way and another. The actual offending <br/>lines were written ages before the bug showed up, and functionally not <br/>directly linked to the new code that 'created' the bug. Truly a proper bug,<br/>if not all that incredibly complicated in the final analysis. Of course, as always<br/>it was my own stupid fault for writing such silly code to begin with. Calling Die on <br/>destruction must have been either very early in the morning or late at night.<br/><br/><br/>[2003-09-17]<br/>Hiking to campus in order to access tEh intarweb. How tiresome. ADSL soon.<br/>Valgrind is pretty cool. British Telecom are /not/ pretty cool.<br/><br/>[2003-09-06]<br/>Today's reason to be cheerful - I can ctrl-z warcraft 3 and do something else <br/>with it in the background not touching the CPU. Very handy.<br/><br/>[2003-09-04]<br/>I continue to frustrate myself. free() fails, malloc() fails, but when I run <br/>with electric fence it all works fine. I hate.<br/><br/>[2003-09-02]<br/>Complements to Game for having sane staff with the freedom to perform <br/>reasonable customer service.<br/><br/>On the other hand, if they had confiscated my copy of Frozen Throne and just <br/>made me sit on the floor and code some cool fortran->C interface framework <br/>then I would be far better off. I'm tempted to blame the nature of the season <br/>for my total lack of productivity.<br/><br/><br/>[2003-09-01]<br/>I return, lazily.<br/><br/>[2003-08-28]<br/>For the benefit of anyone who comes here wondering why I'm so quiet, I'm out <br/>of town for a few days. Bye.<br/><br/>Also, I've found a new sense of okayness about the current rash of excido <br/>problems. I've tested the 0.1.3 release and found it to be stable, which means <br/>that I'm now poring over a diff of 0.1.3 and current. I will find this little <br/>bastard.<br/><br/>Also, check out stroids3d: <a href="http://www.upl.cs.wisc.edu/~anthony/index.php?page=stroids.">http://www.upl.cs.wisc.edu/~anthony/index.php?page=stroids.</a> I haven't tried building it yet, but it looks pretty pretty.<br/><br/>[2003-08-27]<br/>Bah. Continuing with the annoying segfaults. Physfs, SDL and SDL_ttf are <br/>all segfaulting on exit...SOMETIMES! Very, very annoying. I have to sit <br/>there and play for quite a while to actually get the bugs to show themselves.<br/><br/>In other news, Frozen Throne. See you in a week! Actually, I'm not completely <br/>happy about it - the cd I was sold in Game was obviously pre-owned. Stupid <br/>me for not checking it as I walked out of the store. It's fine, apart from <br/>the fact that the whole reason I bought it was for my nice legit battle.net <br/>ID, which I'm now quite suspicious might be someone elses illegit key too :-( <br/><br/>Going to be quite funny taking it back to the store: me taking it back <br/>could be the exact same thing that I'm worrying about - people harvesting keys. The reason I'm pretty convinced that someone would have nabbed the key is that <br/>it couldn't possibly be a legitimate return - anyone who can run War3 can <br/>run frozen throne, and no-one without war3 would have bought frozen throne. <br/><br/>Unfortunately my schedule is a little messed up at the moment. I must make <br/>certain to get back to a Game within 10 days, I think it is.<br/><br/><br/>[2003-08-26]<br/>Euch. Mysterious segfaults galore. Physfs is sometimes segfaulting when <br/>trying to open a file for writing. Seems to depend on how long the game's <br/>been running, bizarrely. There is a FIXME in the physfs function that <br/>execution is in at time of segfault!<br/><br/>On the positive side, excido now has powerups, which pop up at random locations<br/>when you pass certain score thresholds. That's groovy, but I will fix0r these <br/>segfaults!<br/><br/>[2003-08-25]<br/>Lots more jolly excido high jinks today. There was a bug that prevented <br/>compilation with current GCC, now fixed. Another bug has come to my attention <br/>which I'm dealing with at present. More obscure, this one. OpenGL runtime <br/>problem in the menu system. Possibly related to a problem in G400 drivers.<br/><br/>[2003-08-24]<br/>Yay for this morning! Got lots of positive excido feedback. Now I will have <br/>to work more on it. <br/><br/>[...later..]<br/><br/>Right, packaged up 0.1.3 tarball and updated web site appropriately. Also <br/>submitted update to happypenguin.org. Feel a bit unsure about that, since <br/>I'm doing such incremental releases so often. However, I have no other <br/>way to update the info about excido in their database, so I guess if it <br/>keeps excido popping up to the top of the news frontpage, then that's <br/>not my fault. Still, I hear echoing freshmeat jokes every time I do it.<br/><br/>Ghandi followed by A Bridge too Far on the beeb. They sooo wouldn't have <br/>been allowed to screen that combo when we were about to coloni...liberate <br/>iraq. The first film psyches you up to the wonders of pacifism, and the <br/>second reminds you that war is hell.<br/><br/>[2003-08-22]<br/>Why is it so difficult to convince people that computers are not analogous to <br/>washing machines, cars or television? I suspect it's because they've come to <br/>view all electronic goods as consumerist phenomenon. That and raw fear.<br/><br/>[2003-08-21]<br/>Okay, I am now even less happy with these people. They called me up to ask <br/>me to do some work on short notice (like 1 HOUR'S notice), and I said I'd do <br/>it. Then, they call me back 10 minutes later, when I'm in the fscking shower <br/>to cancel. Apparently they kept on calling people, and found someone who <br/>could make it there sooner than I could. Charming. Travail, the employment <br/>agency, are to be avoided. The other agency I've used are not all that nice, <br/>and they're not strictly honest, but they don't screw you over this blatantly.<br/><br/>On the now abandoned Tampa facial recognition camera scheme:<br/>"Police are at a loss to explain why the software wasn't effective, since it <br/>seemed to work fine in controlled testing." - Atlanta Journal-Constitution<br/><br/>On his ditching of microsoft in favour of free software, Ernie Ball said:<br/>"I'm not in this just to get free software. No. 1, I don't think there's <br/>any such thing as free software. I think there's a cost in implementing <br/>all of it." The interview ended at that point, as RMS entered and wouldn't <br/>stop screaming until they promised to replace OpenOffce with emacs...<br/><br/><br/>[2003-08-20]<br/>/Other/ temping agency called me up, then called up 18 hours later to cancel.<br/>I am not happy with these people.<br/>However, I _am_ happy with progress on excido. I've 'let there be light' over <br/>the whole arena, which I hope creates the effect of an eerie glow from the <br/>nebula in the sky. I still don't know exactly what I'm doing with this <br/>lighting lark, but I'm managing.<br/>Done other random bits of eye candy too, like shadows on the menus. Fixed a <br/>couple of insignificant bugs in the menu system. Have one known serious bug, <br/>where the screen goes bright pink and nothing works properly. Work on that <br/>today.<br/><br/>...much later...<br/>Today has been a day of fixing niggling bugs, and getting to know my code <br/>better by making new bugs and fixing those too. In the name of feature-<br/>expansion, I added a nice green fps meter. Doing this reminded me of the <br/>horrific granularity of SDL_GetTicks() as a way of knowing simulation time-<br/>step size. Must investigate alternatives.<br/><br/>Also, tried out Slickworm [1]. Damn impressive stuff. Intend to poke around <br/>in the source to learn and possibly contribute. Planning to redo my audio <br/>class with an OpenAL backend at some point - current sound implementation in <br/>slickworm appears relatively crude (also OpenAL based), so may see if <br/>developer wants my sound code if I come up with anything remotely elegant.<br/>Slickworm has lovely, lovely terrain rendering, and uses ODE (which I keep <br/>meaning to learn), so the physics is fun too. It has deformable terrain, <br/>however you're deforming a heightmap (imagine what happens if you shoot a <br/>hole in the side of a mountain). I think that if I were writing something <br/>like that, I would make it so that impacts to surfaces beyond a certain level <br/>of steepness just charred, rather than cratering. The vertical extrusion of <br/>the crater when on a mountainside really kills the otherwise slick illusion.<br/>Graphics are nice beyond the terrain, too. Ubiquitous stencil shadows give <br/>a strong feeling of sunlight. Comedy development release quirk - there's a <br/>weapon model (first person view) but no character model. Therefore, when <br/>one looks at the ground, one sees the shadow of a shotgun floating in mid-air.<br/> I have a feeling that slickworm is a sufficiently cool project that it's <br/>worth paying attention just so that one can casually say "Oh, yes, I remember <br/>0.2, the handling was SO much better back then" in years to come :-)<br/><br/>[1] - slickworm.sourceforge.net<br/><br/><br/><br/><br/>[2003-08-19]<br/>Temping agency called me up. Asked me if I would like to do the shitty job <br/>that I did for a week previously and then gave up, and then told them I didn't <br/>want to do it again a few days after that. When will they learn? I guess they <br/>were hoping that I'd developered a crack habit and had grown desperate.<br/>Yesterday, I accidentally made a flocking algorithm. I say accidentally <br/>because I didn't know what I was doing, so it couldn't possibly have been on <br/>purpose. Anyway, today I'm going to add nodes in the scenery that the AI tries <br/>to avoid, to get away from the situation where they're almost always sliding <br/>along the edges of the buildings to get to me.<br/><br/><br/>[2003-08-17]<br/>Thought of clever way to deal with bug whereby player can escape the arena <br/>through the edges. Then I tried it, found that it didn't work too well,<br/>and fixed it using a one-line solution that I thought of while on the toilet.<br/>Played with having the player modeled as a particle on a spring rather than <br/>having 'fake' bounce in the hover, realised that it wasn't necessary yet <br/>and would involve revamping certain things more than I felt like.<br/>Played with a 'flamethrower' effect yesterday. Seems quite doable, although<br/>would require me to have implemented animated textures to work well. Curse<br/>gray matter for raising the bar so much on that one :-)<br/><br/>[2003-08-16]<br/>Collision detection is relatively functional at present. It's still only ray <br/>poly detection. Sphere-poly today. Then that will be done for the moment <br/>and I will have to find something more worthy to work on.<br/>I've had it highlighted to me how inadequate Config::Load is, so will probably <br/>rewrite that today. I intend to use Standard C++ Library strings, which is <br/>going to be a first for me.<br/><br/>[2003-08-15]<br/>That was scary. I thought it was thursday. Anyhoo, today I will try and make <br/>collision detection work somewhere near properly, paving the way for funky <br/>scenery. You never know, someday in the future we may even get gameplay :-)<br/>In other news, my sister is stuck in Toronto (where the power is out).<br/><br/>[2003-08-14]<br/>Greetings. I arrive on icculus.org, with my fledgling project Excido.<br/>icculus.org/excido. What's currently available shows gameplay in a wide-open <br/>arena. What I'm working on at this time is buildings - suitably cuboidal ones.<br/>