Event Scheduler - 2012-01-18 Here is a little handy tool I made based on a tool my Kinship in Lord of the Rings online used to schedule group events. Administrators can create events on specific dates, and regular users can post interest in attending the event as yes/no/may attend. They can update their status and add notes, and administrators can delete events. To test it out, use the administrator account "admin" with the password "admin" or the regular account "Tester" and password "testing".
Irrlicht Racing Game - 2012-01-18 A quick project for the Game Enhancement unit at university. The project requirements were to use the Irrlicht game engine and implement a physics engine (Newton in this case) and use Lua scripting (the menu and map loading is handled by a Lua config file). It turned out a little bit rushed, as I was working on two other projects simultaneously. The aim was a very quick build though and it was a good learning experience in how quickly games can be put together after sufficient experience with a particular engine.
MD5 Animated Mesh Loader - 2012-01-18 Another university project created in 2010 to create an animated MD5 model loader with animation, texture and lighting.
Drawing Optimization - 2011-06-01 University is over for now, hooray! I just have exams over the next few weeks, so I have to squeeze in a few study hours each night but at least gives me some freedom and the weight of assignments off my shoulders. At that note, I thought I would write up some of my work. Basically I took a chunk of code from a game I was writing, in an attempt to optimize the rendering. The performance suffered while you were drawing many objects at once, and instead I implemented an optimization that instead loads first before the game and draws only what can be seen, and improves performance a bit. I currently don't have the ability to embed videos on this blog (might go code that up now) but for now there is a link to the Youtube video.
Renewal Character Sim 2 - 2011-03-01 Firstly a quick update on the stat calc; It is close to completion. It now handles every aspect of creating a character, including testing different skill damage on different monsters. I have implemented weapons, but still have not added other gear. That is basically all thats left to do, that and add buffs like bless/agi/foods/etc. Which is really not that big.. Also there a whole bunch of skills that I don't know the correct formula - that needs work.. damn I wish we could have a test server already. Anyway, the issue now is that I have returned to part-time study and full-time work, meaning that I have 0 time to work on stat calcs. I am back at working on my game engine again.. but it seems to be a never ending battle because I will find some great new way of doing something and instead of stumbling through my code, prefer to just rewrite it from scratch. Its getting way too big to keep doing this though. My goal is a 14-week plan to get this engine up to scratch and have a playable single-player version of my game.
Ragnarok Music - 2011-01-25 So back when I was really into website development, and was starting out playing with databases in 2002, I found that whenever I made a site I always lacked data to put on it. So I decided to use something I already had a lot of, Remixed Ragnarok music. It turned out well, and I had to pay for expanded web storage to host the files, but as long as someone was making use of them, I didn't mind. So now, even though I have changed this website into a development blog, I will continue to host all the music and files that I had on the old site. You can click the link below to go straight to them. Some links are outdated and broken, but most of it should work.
Renewal Character Sim - 2011-01-24 Well today I began testing on my character simulator written in C#. Its taken me a while to get used to Renewal mechanics, and it seems noone has even considered developing tools for Ragnarok and the fact that the population seems to be dwindling, I thought I might throw my hat into the ring. So far I have completed the entire adding stats/job points/class stuff and it shows accurate character information. Next up on my plate is implementing gear and buffs. I'm not 100% sure how I want to do this, my first thought is to use a database and get the values from it, however, I have other plans for this simulator.. to make it considerably different to any other out there. Keep your eyes here for updates.
Ragnarok EXP Scaler - 2011-01-05 A handy tool that I made when Renewal first hit. You enter your character level and it automatically shows you the scaled EXP values that you will receive from each monster. I was often stuck, wondering where to level, and would often pull up a list of monsters and their levels to work out where to go based solely on that. But then I wondered if there were some monsters that were a lower level, but when you apply the scale formula they may still give more EXP. So, I made this first for myself. I showed a few friends and they offered some ideas for improvement that I implemented. Now it has become quite popular.
Ragnarok HD Upgrade Simulator - 2011-01-05 A Ragnarok Tool that allows the user to simulate the upgrading of equipment with HD Elunium and Oridecon. You enter the attempted level, and the number of times you want to refine. It will succeed, and print out the average number of ores used each time.
The lower upgrades from 1-12 are fine, and take less than 1 minute to calculate. I highly advise you don't attempt for anything above +17. The chances are extremely low. 6,574,344,065,001 attempts on average. If your processor could handle 800,000 computations per second, it would take on average 95 days to reach +20.
Development Blog - 2011-01-04 This is the first entry to test out some features. Primarily I have made this site for two purposes. One, to make my work public for everyone to use. Secondly, as a place for me to keep it in an organized manner for if I ever need to recycle something for future use.
Hopefuly it can serve both of these purposes well.