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Exit: Summertime-Screentime


August 11th, 2016 by Holy at

This is a follow-up to last month’s post. I’ve named it the same so it links to the same post in the Discussion Forum. I just want to say, I am not dead, and the file below has been updated with an extra added month or so of work, and that there is a new post in the forum link below, that has more to say. It’s more technical oriented than anything that would be appropriate to say here. Status wise, it’s going to be at least another month’s work. Hopefully better news next time!

The post is at the following address:

And I’ve uploaded the review snapshot here:

Forum Discussion


July 1st, 2016 by Holy at

I try to stick something up on the front door here every month. I’ve been MIA most of this year. I miss squawking about Sword of Moonlight to the bees.

I’ve made no secret about working on a rewrite of the original COLLADA-DOM software library. It’s an ultra ambitious undertaking. It’s been at least three months since I started cracking on the core C++ code’s side. To celebrate the work, and lament its unfinished state, I decided that at the end of this month (June) I’d upload something, finished or not. I feel a little safer with a copy on a web server (good hosting services are crack artists at keeping your information in one-piece) and I want the work to be visible. I just can’t yet commit it to the public source code repository, and it’s too soon to give it a folder on this site, without a running program.

The post is at the following address:

And I’ve uploaded the review snapshot here:

Anyway, this is why I haven’t had a moment to work directly on Sword of Moonlight. But I swear by Zeus it will all come full circle. There will be direct applications to Sword of Moonlight a good time before the end of the year, I expect. A full year of my life laid out in plain view before me. A marvelous memento mori.

Forum Discussion

-- A month to go.

May 29th, 2016 by Holy at

It’s been another month already, with nary a peep here, and so, this month, I should try to explain what this work of late is, and what it is-not, and what it means in practice to Sword of Moonlight.

As you must realize — if you’ve been following the proceedings — this COLLADA-related work is to have bearing on the 3-D art side of Sword of Moonlight (SOM) development. But how? This isn’t a simple question, and for now it needs to be restricted to just the work that has been underway so far; as this project is expansive in scope, as much so as SOM is: and, so far I’ve not been able to escape the gravity of “planet-COLLADA!” I’d not expected the job to be so great, but I had anticipated that it might go this way; COLLADA is, or was, a grand project that began about a decade or so ago. It hasn’t fallen off the face of the planet — yet — but it’s only that nothing’s come along to fill its shoes, it hasn’t.

COLLADA hasn’t been a success, and it’s sputtered for years. It hasn’t been taken seriously. There are too many temptations, and the problem it’s meant to address is an old problem, that people are just used to, and so so-easily accept the status-quo. Part of the problem is COLLADA is titanic in its ambition. Its originators believed it would run on its own gas, and that titans of industry would see its promise clearly, and do all the heavy lifting for them. This is an easy criticism of groups like Khronos and other standards committees to begin with. But the problem with COLLADA, is that although it sought to fulfill a need that titans-of-industry have; it also has in it seeds of these very industries’ destruction — It’s more attractive to industry outsiders, like us, and so no one has taken it to heart, or needed to, enough to.

The COLLADA standards (there are actually two) are based on “XML Schema,” or a recommendation by the group that seems to manage many, but not all, of the various standards surrounding software-related technology that is used in large by the Internet. XML Schema is not the only thing like it, but it’s what COLLADA used, and is what the biggest names on Internet guiding principals came up with. COLLADA’s use of this schema is very complicated, and the schema itself is very complicated. It’s not directly applicable to programming. XML computer files look a lot like HTML files; except they are more strict, as XML is more geared toward the needs of software programmers, than that of people who would’ve made the first webpages, and I still make webpages by hand myself, to this day. (There probably isn’t a better way.)

When you visit a webpage on the Internet, and it has parts that you can interact with, that are not part of your web browser’s basic facilities, it is most likely doing so via what is called the “DOM,” or Document-Object-Model. This is part of a process where the HTML in the webpage is made available to scripts embedded in the webpage — most likely JavaScript — that have the express purpose of animating, or rewriting the page, in real-time, so-to-speak. Now the page itself probably was not originally created by such an animation-script; although it can be. But for COLLADA, it’s not something that can be readily written by hand. Parts of it could be. But ultimately there are fields that must be filled with lots and lots of data, that are not written text at all. So you can say, for COLLADA, to begin with, animating it, and creating it, are fundamentally the same.

You can approach it in different ways. The way we weak-willed humans are wont to, is to treat the COLLADA file, as if it’s a written text, and then manipulate little differently from a demoniac, code-driven text-editor. It’s one way: but not a good way, or the right way. Text is the lowest-common-denominator in the world of software; the furthest you can get away from it, the better you known you’re doing. In a word, to trade in text, is unhealthy: it signifies weakness, and frailness.

Continued: — A month to go.

Forum Discussion

Over here. (April's Business.)

April 29th, 2016 by Holy at

Lately I’ve been semi blogging my business in the COLLADA DOM Discussion forum waste deep in a dismantled and half reassembled pile of this software library shooting for a late June wrap-up. I want to do a small project with Sword of Moonlight afterward. It will be a treat.

Forum Discussion

Springtime for Sword of Moonlight!

March 29th, 2016 by Holy at

Recently I concluded work, rewriting the Collada-DOM procedural code-generator. I’ve parked a pristine copy at the following address. This probably isn’t suited for a permanent address. (2016)

Earlier in March my Patreon home page for Sword of Moonlight gained its first real monthly backer, and it’s a doozy! None other than Mark C. Barnes, co-father of the Collada standard, and COLLADA: Sailing the Gulf of 3D Digital Content Creation. I hope that Mr. Barnes does not mind my saying so here, this way. However it’s very important to me/us and Sword of Moonlight, and I cannot think of a more fitting way for this adventure to begin its long awaited takeoff into ascendancy! (I also hope my recent rewrite of the pitch on the home page proved effective.)

Collada-DOM is a key component to Daedalus, which is the name of the 2016 initiative to focus laser-like on the content-creation element of Sword of Moonlight. To this end Collada-DOM will have to be fully reengineered, in order to prove itself up to the task. In doing so, I fully intend to elevate Collada to new heights at every step of the process. I want to add also, that I am supremely grateful for Collada; Even if it has a long way yet to go. It’s a far better boat to be in than the alternatives. (Arguably there is no alternative.)

Forum Discussion

Before heading back to work

February 14th, 2016 by Holy at

2016 is all about getting 3D artwork in-and-out-of Sword of Moonlight. In fact this work began at least two months prior to the new year. And so by February a malaise had set in. I needed a vacation from this work. Just for two or three weeks. Not recreation-no of course not. Just a new kind of work.

So after two weeks, we have a new micro-release that adds footstep sound effects to the player-protagonists among other things. Footsteps have been curiously absent for a while. A long time frankly. I endeavored to figure it out a while back. It would be my next odd job and the next step in the process of making the PCs seem analogous to NPCs — Non-Player Characters.

There is a single, simple footstep sound, which most of the people-like NPCs already use; although it turned out that From Software fumbled, and assigned different sound effects to either foot, left-or-right, the other sound evocative of a peg-leg. A possibility is the non-peg sound, deemed superior, was added by an employee who neglected-or-did-not-realize that each foot had its own point-of-attachment. As a result the NPCs walk with an aural limp, or an asymmetric sound. It’s unsurprising it went unnoticed, as From Software published Sword of Moonlight absent quality assurance authorities — for example, Sony or Sega — and so this is not-uncommon outside of the King’s Field remake-kit: wherein NPCs do not walk.

These NPCs’ artwork is not part of this release, although it is part of this year’s initiative to ease development and management of 3D art regarding Sword of Moonlight. Their footsteps are not the only concern.

Continued: Before heading back to work

Forum Discussion

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