This time i'll talk about my experiences made by building our blog/tiny cms system. It's still in development as some features are missing i'd came up since Part 1 and like to implement, but its already in a useful working state and it urged me to switch :-) The code will be published when i am sure where to host svn and which open source licence i'll use.
This time i am going to define our model for a basic system. The basic version should handle content i.e. blog posts and supports tagging for them. All other feature will come later and get their own post.
At the very beginning of our blog, we had to decide if we are going with a self written bloglike system or a mature existing one. After some discussion a self written was out of scope back then and so i evaluated a few blog systems and finally settled with serendipity. But it was a compromise as most of the software were to bloated with stuff we probably never use and complicated to adjust our needs (php sucks :-) ) or imho had a bad software design. Lately we got bugged to much and in particular i had the idea of redesigning the site again and didn't feel like learning to customize s9y. That was the resurrection of writing an own system. It was clear from the beginning it has to be with python and django as we both were very pleased with the concept and working of this combo. So i did some research if someone has already done this and found some solutions with the most interesting by Dave. Hes offering his source via svn so one can look how he did it. I took a look and found it straight forward, which got me started playing around for a while.
Recently i had the need of just putting the images in one directory into a Imago Image Gallery without using Picasa and caring about an image title. As i am a new fan of python, i hacked a script together that does the job. The script can be downloaded :Directory2Imago Image Gallery Script. If you only want to use the script you might skip here as i am now talking a bit of how i did it. So if your curious go ahead reading :-)
28.06.2007 by kerim in python
My wife had some trouble with excelsheets and scripts that had to be created from these sheets. In particular she had to filter the sheet and exclude certain values. Then from the resulting set she had to extract the data of one column only. And for each row in that column she had to create 4 commands that were inserted in a batch file. This batchfile had to be saved as a unix encoded file, transfered via ftp and then was used in another process.
Ok, its play time again.
Since Azarai already told you about our newly awakened interest in 3D programming and since he already made some posts about engines, textures, terrain editors etc. I thought i gave you a small intro into something totally different: PyGame.
For an idea I (we) have i thought i might give good old 2D a chance first especially since some 3D engines made my blood boil lately.
26.05.2007 by azarai in resource tip
I created a CodeBoje Developer Resource group over at ma.gnolia.com. Its focused on developing and some 2d/3d related stuff due to our game dev tries.
Now you got your terrain and can probably already walk on it, buts boring. There isn't anything your your wide world. You need the famous content, specially 3D models and textures. Stuff you see and can interact with. Thats a hard point for the normal average coder and much will struggle. You will either need an artistic "talent" and are willing to learn the tools or have some artist which do the work. Dont underestimate this point. Spend money or model yourself and look for supporting artist later when your almost finish with game handling.
One of the first content you will need is a terrain, a place where your characters can walk over. There are two possible mainstream ways for creating one in most game engine, via heightmap or mesh (just a normal model). Most of the terrain creation tools we've tested could also export the terrain as a mesh (3ds or obj).
Lately Kerim and i got interested in Game and 3D Graphics Development again and were thinking about resurecting our old afford from last year, MBWS. Guess you never heard of it and that's no wonder at all. We didn't release more then a short terrain test demo. After some struggling with the engine, we finally got distracted by other stuff. Anyways now we are back, but with a different goal and way. But we'd like to share some experience and tools we found.