User:Ph0n37ic5

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Hi and welcome to my profile page. Hopefully you will find the read interesting.

Contents

Personal Information

Born in Norway in 1981, started out as a roadie in 1985, learning audio engineering from 1991. Took an interest in lighting in 2000, and pyrotechnics in 2002. Moved to Australia to study TV at Hillsong International Leadership College in 2006, and are currently serving on a semi weekly basis with the Hillsong Church TV team. Started programming in BASICA and ComalBASIC in 1995, and moved on through QBasic to Visual Basic, ASP and vb.net, has in later years converted to Linux and are currently using Mono C# for most of his application programming. For web programming; PHP and JavaScript is used the most, with the necessary bits of HTML, CSS, XML, SQL, and RegExp. I have also had a look into languages like Assembly, STEP7 and C/C++.

The Name

Ph0N37Ic5 as a name originally developed out of a need for something unique, that wouldn't be stolen quickly, earlier nicks included such as Bone, and Spirit (later DjSpirit). The idea of Ph0N37Ic5 came from the thought of being right spoken, not only to the effect of proper pronunciation, but more toward saying the right things at the right times. Later a number of meanings have been added to the nick, such as the three part interest indication Ph0 (from chemistry, very acidic), N37 (or Net, as related to communication and computers) and Ic5 (or IC's as in Integrated circuits from electronics).

Current Projects

Currently I am working on a large web project that will become the new web pages for Equip & Empower Ministries, and possibly also later The A21 Campaign. Off work I am working on a game engine, and a Linux tool kit for broadcast applications, a number of small apps providing services such as remote controllable clocks, and indicators, and text/graphics displaying systems.

Game Engine

My game engine that I work on is an object based engine, or more like a group of objects to make creating games in C# easier. It is based on SDL so it has the potential to be multi platform, but is currently being developed for Linux. (Linux needs more game engines, and the world needs more high quality christian games so why not do both at once.) My approach to this means that the project will develop a number of modules that can be used independently from each other, so say if someone wants to use my input system but not the other stuff, they are free to do so.

The game engine lacks a name and so is currently being developed under the name GameEngine03, if anyone can come up with a better name please suggest it, but it is early in the process yet, and naming isn't really on the priority list.

I'll link in some write-ups on how each part of the system will work, so other people can make suggestions on how it might be improved. So without further ado, here is the currently planned modules:

  • GameEngine03::Input: Input functionality for keyboard, mouse and joystick stuff
  • GameEngine03::Network: Connecting games and transferring values across a network
  • GameEngine03::Render: Screen handling and rendering
  • GameEngine03::Resource: Dynamic loading and unloading of data, as well as organization of said data
  • GameEngine03::Value: Game related variables, arranged and handled much like a database, with the option of manipulating defined data sets fast
  • GameEngine03::Scene: The scene graph manager, maintains the current scene and world based variables. Consumes values and resources, and feeds the renderer with data.

Snippets

I have another project that probably will always be running in the background. It is basically a number of classes that I find useful, things like debugging helpers and file loaders. More specifically this project currently contains:

  • Snippets::CParser: A command line parser
  • Snippets::FParser: A file parser for my own binary file format
  • Snippets::BINIParser: A file parser for the BINI file format seen used in the game Freelancer
  • Snippets::FileReader: A generic file reader that allows you to read values from a file as most standard data types
  • Snippets::Debug: Class for making debugging output easier to filter, so you can turn on and of debugging from different modules with a single command.
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