Wednesday, December 19, 2007
blockList
Hence the need for blockList. Basically, it's a doubly linked list implementation where each node has an array. When you first create the blockList struct, you give it a number of bytes per array element (as with GArray), and a default number of elements per blockListElement (basically a node; I should rename it). It then keeps track of the number of blocks currently allocated, and the address of the first and last nodes, so that it can get to any given element as quickly as possible. The programmer can of course manually allocate a block with X elements, but that should also be handled transparently when an element is appended. It's currently not yet finished, but it's getting there. And it's fully 100% memory leak free, too!
Tuesday, December 11, 2007
Of video card drivers
This situation, I'm glad to say, is about to come to an end. The nVidia driver is being reverse-compiled to create a better FOSS driver called nouveau (however, it seems to be coming along slowly, and my last test with it found that it's rather slow and buggy), and following AMD's buyout of ATI, ATI has started paying much more attention to Linux drivers. This came to a climax recently, when AMD officially announced that they're going to start releasing specs for their drivers and hiring people to work on a full FOSS ATI driver. This is expected to be finished by March 2008, in time for Linux 2.6.25.
In summary, w00t!
Sunday, December 02, 2007
Game show idea
Hey, I'd want to watch it...
Friday, November 30, 2007
mod-boot
It started some time ago when I was reading all the Fedora stuff that was being planned and/or thought about, and something struck me as very interesting: Early GDM. Basically, the idea was that, instead of starting all the services needed for a runlevel during boot, you only run what's absolutely needed for GDM, and then once GDM and X.org is up finish with the other stuff.
I thought that was a brilliant idea, since it could lead to really short boot times. So I thought about it, and my idea is to have init start a C program with different command line options depending on the runlevel init wants, and then the C program would be in charge of running various daemons and configuration scripts asynchronously with a dependency system so that the user can configure with a configuration file what the goal daemon is. What I'm thinking of then is a directory for each runlevel, and all the scripts in each runlevel are analyzed for dependencies and a viable parallel execution order is run using forks and pipes. I'm not sure how backward compatibility will work (since every vendor has their own system... *groan*...), but I think something could be gimmicked with links since I'm not replacing init itself.
I've already designed a simple algorithm to determine the execution order, but I'm still attempting to optimize it so that it will work in parallel for performance reasons (especially now that all the major vendors have 4-core processors).
Tell me what you think.
Sunday, October 21, 2007
I'm so whimsical...
This isn't completely batty; I've gotten a lot of positive feedback on the idea of a Windoze 3.11 clone for Linux, and I wanted to refresh my memory of good ol' 'doze. Now I realize I could have just installed bochs or something, but I realized that my ethernet cable was plugged into my laptop rather then my desktop, and rather then reach three feet behind me to grab it, I decided to just toss away everything on my hard drive.
Logical, aren't I?
Saturday, October 06, 2007
Universal Combat Gold
Universal Combat Gold is a somewhat recent addition to the Battlecruiser Millennium series, which really is a fascinating concept. Basically, you can work in space, planet atmosphere, and ground, for trading, combat, etc, and even move between them. The problem is that it's poorly executed. The graphics are primitive at best, the controls and UI were designed by monkeys working in combination with the geniuses behind Falcon 4.0, and it's unbelievably buggy (do not, I repeat, do not minimize the game. You end up having to kill it with the task manager). And if you're a marine, you die a lot. Irritatingly much, in fact.
So I have a simple question: Why, oh why am I addicted to it?
Graphics: 3/5 - Quite primitive, but there are enough different environments to allow me to forgive that.
Gameplay: 2/5 - Unbelievably stupid. Fascinating in theory, though.
Stability: 2/5 - Playable, but just barely.
Tilt: 4/5 - Don't ask. I have no clue either.
Bottom line: 2.75 - Buggy, bad graphics, complex gameplay, but strangely fun.
Extra comments: According to the Gametap description, you're supposed to spend hundreds of hours mastering this game. Honestly, I don't have that kind of time. Also, for that reason, this is primarily a review of the ground and atmosphere modes. Space seems less buggy, but also less playable.
