Dec 2
OpenSecure V1.2
icon1 William | icon2 Coding, Devlog | icon4 12 2nd, 2008| icon3No Comments »

Ok here’s a little update to the opensecure package:

  • Correspondance tables. - A pre-shared table of seeds that is used for consecutive messages, after encrypting/decrypting a message the key is removed from the list.
  • Ability to save output to a new file instead of overwriting the old one.

Get it here: OpenSecure_v1.2.tar.gz

Dec 1
OpenSecure v1.1
icon1 William | icon2 Coding, Devlog | icon4 12 1st, 2008| icon3No Comments »

I’ve been working on another update to the encryption tool. Changes in the new version:

  • Changed lookup tables to a key encryption system, seems far more secure and also faster to use.
  • Added a new file seed option. Should be more secure than using normal seeds. see the README.txt for more info
  • Improved performance of a few bits of code.

Here is the source: OpenSecure_v1.1.tar.gz

Oct 3

Its been a while since I updated here, I stopped working on the planet generation part of the Untitled engine about 2 weeks ago, although I have added significant improvements over the last version, I think that is as far in that direction as I will go with it for a while.

You may notice I say ‘planet .. part’ well there is a good reason for this as I have been working for the last few weeks on more and more complicated physics engines. I have created a basic planet generation program that spins a lot of matter around a sun and creates planets from collisions. The idea being that you should be able to fly around the solar system, (i’m not going to say much beyond that at the moment) land on planets and do whatever your heart desires.

From the time I first started playing space games, I always wished that the character was more involved in the day to day running of their ship. And so inspired by games like KOTOR I aim to create a space engine that allows the player to leave the controlls of the ship at any point and walk around the ship, go for spacewalks etc. (While the ship is in motion if needs be)

I will probably release the untitled engine planet builder soon-ish in almost the state it was three weeks ago. this should include:

  • aprox 2000% increase in tree growing performance (yes it was THAT messy :s)
  • Full menu system for changing world generation parameters,
  • And much more that I can’t remember.

I may also release the 2D planet generator although at the moment it needs some collision culling before its actually ready to be used. (performance wise)

Also programming in c++ again :D

Updates soon-ish hopefully.

Sep 7

Ok new release, changes:

  • Trees added in again, now less peformance hungry and grow where they should
  • made worlds look nicer
  • trees now displaying in area view (see screens)
  • started the inventory work

screens:

A large forest world:

A nice ocean world:

The basic trees and the shadows:

Source: untitled_0.012-1.tar.gz

Sep 4

OK new release is out, new stuff:

  • Temperature
  • Land smoothing (makes much nicer looking maps)
  • Basic map editor (only raising and lowering water level)
  • Enter able map squares (hit . to enter and , to exit)
  • Basic console help system (press ‘h’ to access it)

The code has now finally been split up into different modules. In the future I aim to release modules for everything to allow for more ease of modification.

Screen shots:

Water at level -2:

Water at lvl 2:

Water at level 3:

Water at lvl 8:

Source: untitled_0.12.tar.gz

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