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I've been getting back into some projects, mostly since my recent vacation in early March 2005. I've recently been thinking about bigger thoughts, about what programming stuff I really want to accomplish in life, and artificial life is really high on the list.

My most recent work is doing a simple assembly line game.



Assembly Line - V0.04
( Worked on 2005/05/09 - 2005/06/05 )
( Last updated on 2005/05/09 )
( Environment: Linux, SDL )
See also the download section.

In the mid 80's I played this puzzle/educational game that had something to do with creating an assembly line. You place components, and the machine stamps, bends, paints, etc the raw material into some final result. This is a rough recreation of that.

Looking at the screenshots you should be able to get the general idea. There are clearly a few rough edges with the implementation yet, but it's still in the early stages.



Bee Sim - V0.01
( Worked on 2005/03/13 - 2005/04/09 )
( Last updated on 2005/03/23 )
( Environment: Linux, SDL )
This isn't attempting to actually simulate bee behavior by any stretch. I am attempting to build something that will eventually have a symbiotic relationship with some plant GAs that I'll write. I want to write this, and debug it as a first step, before getting to the interesting part of the plant GA.

I've got a screenshot. The pink bits are "flowers", their brightness indicates how much "nectar" they have. The yellow squares are bees, the darker yellow are hives.

Each bee has genes, which provide values for behaviors, such as how likely it is to mate, how likely to build it's own hive, and how old it will live. I also simulate day and night, in anticipation of the plant sim.



Evo_01 - V0.02
( Worked on 2004/02 - 2004/09/20 )
( Last updated on 2004/07/04 )
( Environment: Linux, SDL )
I'm not quite sure where I'm going with this one. I've got some spiffy ideas, but I very quickly tend to make it too complicated, and I get lost trying to figure out what I'm trying to write.

But I have a cool screen shot, click for a bigger image. The green is plant material, the other colored squares are creatures. They move randomly. The colors, eating habbits, reproduction behaviors and even mutation rate are all genetically driven.



Spaceship game - V0.01
( Worked on 2004/03/01 - present )
( Last updated on 2004/04/17 )
( Environment: Linux, SDL )
I've started work on a space combat/trade/exploration game. I've got trading partially working, and have started to add ship construction and ship details.



A civilization clone (AltaCiv1 & AltaCiv2)
( Worked on 2002/11/01 - present )
( Environment: Linux, SDL, paragui )
I've played all the Civs to come out, including Alpha Centauri, and Call To Power. I even bought a second copy of SMAC for Linux. Recently I've been playing Civ III.

I have to say... I'm not entirely thrilled with the new Civ. It certainly looks good, it is a little slugish, the new "culture" idea is very good (although poorly implemented), the negotiations are pretty good. Regardless it doesn't run on Linux.

Around October, I picked this project up again. I've got the UI more or less working. I've got cities, civs, multiple-players, but don't have units, tech, fog of war... among a billion things.



plant genetic algorithm sim
( Worked on 2002/04/21 - 2003/05/21 )
( Environment: Linux, SDL )
I've had some thoughts on genetic algorithms for a while, and intend to do a predator/prey sim at some point, but for a short break, I started this plant simulation.
It's coming along, though I've stumbled on my implementation and need to refactor and rearchitect...
A quick screenshot:



A couple of things that I'd like to work on, after I've "finished" with my AltaCiv stuff:


GA predatory/prey simulation
( Environment: Linux, SDL )
There was an article on slashdot discussing some group that was doing these demos of "evolving" predator/prey robots... the prey would seek the light, to feed. The predators would seek the prey, to feed. Neat idea, but not exactly original.
That's fine though. What I'd like to do are some ecosystem simulations with GA based lifeforms. To mimick the above, I'd add one more element, GA based food for the 'herbivores', as well as some nifty other features I won't go into yet...


Advanced Character control
( Environment: Linux, SDL/openGL )
There are a lot of nifty games out there in the platform genre, and one of the things that really facinated me was the character action. How did the character move, climb, jump. What were his idle animations, did he run into walls, or fall. Did he sometimes do things a little different, make little noises from exertion... I'd like to do a 'proof of concept' and create the core code to do these things.



And here is a list of things I've worked on... but are generally dormant.


A-Star algorithm
( Environment: Linux, ncurses )
This was a "quick" proof of concept, to be adapted to my AltaCiv game. I've got it working here, and need to migrate the algorithm into AltaCiv.
> See also the downloads section.


Networked pong clone
( Environment: Linux/Windows 9x, SDL )
This was a good idea, whose time should have come and gone... but until recently hadn't. I have much of the basics working. The ball moves, bounces off the edges, keeps score, plays sounds... Hmm, maybe I'll have to start up on that again.


A revised version of a puzzle game
( Environment: Linux, SDL )
This game was very interesting to me when I was in highschool, but i don't remember playing it much. I don't think I owned a copy, but played it a little at school.
I thought it might be fun to try to rebuild it. I don't want to give it away, because I haven't seen anyone do it yet, and I might finish it.
The animations worked, the generic part of the pieces was working, and I had implemented much of the specifics for pieces, but hadn't done them all... and hadn't started on the really hard part yet. Have a fully functional UI.


Dialog generator
( Environment: Linux, text-based )
I had read about the Loebner Prize and read through some of the past contestants and thought I might be able to do better. Needless to say, the deadline in late 1999 came and went, without me entering.
I did get something that would respond, and build sentences based on past sentence structure and words, but had some problems that I didn't fully work out... like handling multiple sentences (it easily got into infinite loops).
Obviously there are ways around those sorts of things, but I never got around to it...


Sound Generator
( Environment: Started on Windows+SDL, now Linux+SDL )
I had this thought, quite a while ago, about creating a drag and drop toolset for generating nifty audio patterns. I figured I could put together some simple components, plus allow input of pre-built audio files and BOOM, I've got a nifty sound generator...
Well, i got it to the point where it sorta did something, but ran into some difficulties and stopped work on it.
Last time I tried it, it locked up my audio... :(
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