Posted
11 months
ago
by
ezod
To accompany the recent release of tpserver-cpp 0.6.0, which is now a daemon supporting
a remote administration protocol, tpadmin-cpp 0.1.0 has been released. As the internal console
has been removed from tpserver-cpp, you now
... [More]
need an administration client (either locally on
the same machine, or remotely on another) to do most configuration and maintenance while the
server is running. The tpadmin-cpp client is text-based and feels very similar to the original
console from previous versions of tpserver-cpp.
TPAdmin-cpp 0.1.0 is on the downloads page. The Git repository is
tpadmin-cpp and the tag is TPADMIN_CPP_0_1_0.
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Posted
11 months
ago
by
Lee
This release includes all three GSoC Projects that involved tpserver-cpp. Also included are some bug
fixes and MySQL persistence is working again. One thing to note is that the server is now a deamon
and the internal console has been
... [More]
removed. The tpadmin-cpp remote administration client should be
released shortly. I tagged tpserver-cpp over a week ago, I've just been busy. Happy New Year to you
all too!
TPServer-cpp 0.6.0 is on the [downloads page][1] and will be on our SF downloads page soon. The GIT
repo is tpserver-cpp (branch master) and the tag is TPSERVER_CPP_0_6_0. Feedback and suggestions
are always welcome.
[1]: http://www.thousandparsec.net/tp/downloads.php?category=server [Less]
Posted
11 months
ago
by
Lee
This release includes all three GSoC Projects that involved
tpserver-cpp. Also included are some bug fixes and MySQL
persistence is working again. One thing to note is that
the server is now a deamon and the internal console has
... [More]
been
removed. The tpadmin-cpp remote administration client should
be released shortly. I tagged tpserver-cpp over a week ago,
I've just been busy. Happy New Year to you all too!
TPServer-cpp 0.6.0 is on the downloads page and will be on our SF downloads page soon. The GIT repo is
tpserver-cpp (branch master) and the tag is
TPSERVER_CPP_0_6_0. Feedback and suggestions are always welcome.
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Posted
about 1 year
ago
by
mithro
I wrote this post while in New Zealand but never posted it, now I’m at Linux.conf.au I have time to finish it up.
Well its been a long time since I have posted on my blog. As I lasted mentioned I now work at Google, which has been going well but keeping me fairly busy. For [...]
Posted
about 1 year
ago
by
neufelry
Just the other week in one of my university Comp. Sci. classes I was asked to use a supplied Linked List to create a Concordance from standard input (in C I might add). The problem wasn’t necessarily hard, in fact, it was simple enough some friends and I realized it was a great Ruby one-liner [...]
Posted
about 1 year
ago
by
jmtan
I would like to announce a new client for Thousand Parsec. This new, true 3d
client, brings Thousand Parsec into the 21st century with eye candy galore!
Based on the Ogre 3d graphics engine and
leveraging the already developed python
... [More]
libraries, this new client provides the
following features:
3d models of ships and planets bring Thousand Parsec to life
Zoom and rotate the starmap for a better perspective
Sound effects
A brief history
The initial prototype for the client was first created by Tim Ansell, the
project lead for Thousand Parsec. It was then used as the starting point for a
Google Summer of Code project by Eugene Tan, whose job was to support the
various features that are available in Thousand Parsec.
Downloading
A windows installer is available from
here,
while those running from source can view the
documentation,
for more details. The git repository tag for this release is
TPCLIENT_PYOGRE_0_0_1.
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Posted
about 1 year
ago
by
jmtan
I would like to announce a new client for Thousand Parsec. This new, true 3d client, brings Thousand
Parsec into the 21st century with eye candy galore! Based on the [Ogre 3d graphics engine][1] and
leveraging the already developed python
... [More]
libraries, this new client provides the following features:
* 3d models of ships and planets bring Thousand Parsec to life
* Zoom and rotate the starmap for a better perspective
* Sound effects
### A brief history
The initial prototype for the client was first created by Tim Ansell, the project lead for Thousand
Parsec. It was then used as the starting point for a Google Summer of Code project by Eugene Tan,
whose job was to support the various features that are available in Thousand Parsec.
### Downloading
A windows installer is available from [here][2], while those running from source can view the
[documentation][3], for more details. The git repository tag for this release is
[TPCLIENT_PYOGRE_0_0_1][4].
[1]: http://www.ogre3d.org
[2]: http://www.thousandparsec.net/tp/downloads/tpclient-pyogre/tpclient-pyogre-0.0.1-setup.exe
[3]: http://www.thousandparsec.net/wiki/Tpclient-pyogre_manual
[4]: http://git.thousandparsec.net/gitweb/gitweb.cgi?p=tpclient-pyogre.git;a=commit;h=39aa12186e6587684d6a843d677b8bfb077d4170
[5]: http://www.thousandparsec.net/tp/screenshots/tpclient-pyogre-s1.png
[6]: http://www.thousandparsec.net/tp/screenshots/tpclient-pyogre-s2.png
[7]: http://www.thousandparsec.net/tp/screenshots/tpclient-pyogre-s3.png
[8]: http://www.thousandparsec.net/tp/screenshots/tpclient-pyogre-s4.png [Less]
Posted
about 1 year
ago
by
Mithro
This was the second year that [Thousand Parsec][1] partook in the [Google Summer of Code™][2] and we
accomplished even more than we did in our very successful [first year][3]. For those who don't know
, Thousand Parsec is a framework for
... [More]
building turn based space empire building games. Many different
types of [rulesets][4] can be developed which have a wide variety of features.
In 2008, we had [8 students][5], all of whom successfully completed their projects. Together they
made a massive contribution to our code base, writing more than [130k lines of code][6] over 5
different modules. This year we were also pleased to see a great deal more collaboration and
interaction between our students and Thousand Parsec's wider community.
One of the most exciting projects to come from *Summer of Code* 2008 is the [new 3D client][9].
This takes our existing libraries and couples them with the sweet [Python bindings][10] for
[Ogre 3D][11] ( [another 2008 mentoring organization][12]) and builds a rich client full of eye
candy. Since the completion of the*Summer of Code*, [Eugene Tan][13] has been hard at work to make
his first release happen, and plans are on track for him to do so this week. Check out these
screenshots for a preview:
[1]: http://www.thousandparsec.net
[2]: http://code.google.com/soc
[3]: http://www.thousandparsec.net/tp/news.php/2007-10-20-1302
[4]: http://www.thousandparsec.net/wiki/Rulesets
[5]: http://www.thousandparsec.net/tp/news.php/2008-04-23-1400
[6]: https://www.ohloh.net/projects/thousand-parsec/analyses/latest
[9]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=678C2C068DCE83AE
[10]: http://www.python-ogre.org/
[11]: http://www.ogre3d.org/
[12]: http://code.google.com/soc/2008/ogre/about.html
[13]: http://devhobby.blogspot.com/
Our [primary server][17] also got a workout, with 3 students working hard on improving its
functionality. All our students work has been merged into mainline and will be in our next release (
which is also being preped at this very moment
). [Ryan Neufeld][18] and [Dustin White][19] both added new "quick play" rulesets, while
[Aaron Mavrinac][20] added ability to remotely configure the server. This gives people a choice of
4 different games to play, 3 of which were developed as*Summer of Code* projects.
Our [prototype and backup server][21] also got some love with [Juan Lafont][22] contributing a
quick play game of his own creation called
" [DroneSec][23]". This ruleset required that he also improve many of the server's features and he
is in the process of preparing a release.
Aaron, who initially worked on creating the remote configuration of tpserver-cpp, has also been
working hard on [adding single player support][26]. His work touched and improved all our of sub-
projects and even other students projects. Aaron is currently driving the next release of our
primary client, which will include a wizard letting anyone setup a local game including the server,
AI opponents and other options.
Two students, [Victor Ivri][27] and [Vincent Verhoeven][28], each worked on creating AI frameworks
and testing them out on the new rulesets developed this year. Having two frameworks allows us to
continually refine their abilities and skills, giving people the ability to play non-trivial game
scenarios without having to find human opponents.
[Zhang Chiyuan's][29] project focused on a completely different tack: adding support for
[Schemepy][30] to Thousand Parsec. [His project][31] allows [Scheme][32] to be used from the
[Python][33] framework. Zhang completely rewrote the existing backends and added a bunch of new
backends. In the process, he created a extensive compliance suite which allows for quick checking to
ensure our backends are functioning correctly. He has also ported our Python client and servers and
to the new interfaces.
Overall, we're very proud of all our student's work and it has all made a dramatic impact on the
health and usefulness of Thousand Parsec. Of course, the entire community hopes they continue to
contribute in the future. We would like to thank the Google [Open Source Team][35] for all their
efforts in running such an awesome program.
Finally, congratulations to all of our mentors and students for their many accomplishments!
[17]: http://git.thousandparsec.net/gitweb/gitweb.cgi?p=tpserver-cpp.git;a=summary
[18]: http://www.hammerofcode.com/
[19]: http://nuleren.blogspot.com/
[20]: http://ezod.livejournal.com/
[21]: http://git.thousandparsec.net/gitweb/gitweb.cgi?p=tpserver-py.git;a=summary
[22]: http://juangsoc.blogspot.com/
[23]: http://www.thousandparsec.net/wiki/DroneSec
[24]: http://www.thousandparsec.net/tp/img/server.png
[26]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=7731B9B4B375E2E5
[27]: http://vi1985.blogspot.com/
[28]: http://thousand-parsec.blogspot.com/
[29]: http://pluskid.lifegoo.com/
[30]: http://schemepy.thousandparsec.net
[31]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=39055FB6EAC6D799
[32]: http://www.schemers.org/
[33]: http://www.python.org/
[35]: http://code.google.com/opensource/ [Less]
Posted
about 1 year
ago
by
Mithro
img.2008_10_16 {
text-decoration: none;
border: none;
padding: 5px 40px;
}
img.2008_10_16s {
text-decoration: none;
border: none;
padding: 0px;
}
This was the second year that
... [More]
Thousand
Parsec partook in the Google Summer of
Code™ and we accomplished even more than we did in our very successful
first year.
For those who don't know, Thousand Parsec is a framework for building turn
based space empire building games. Many different types of
rulesets can be
developed which have a wide variety of features.
In 2008, we had 8
students, all of whom successfully completed their projects. Together they
made a massive contribution to our code base, writing more than 130k
lines of code over 5 different modules. This year we were also pleased
to see a great deal more collaboration and interaction between our students and
Thousand Parsec's wider community.
One of the most exciting projects to come from Summer of Code 2008 is
the new 3D client.
This takes our existing libraries and couples them with the sweet Python bindings
for Ogre 3D (another 2008 mentoring organization)
and builds a rich client full of eye candy. Since the completion of the
Summer of Code, Eugene Tan
has been hard at work to make his first release happen, and plans are on track
for him to do so this week. Check out these screenshots for a preview:
Our primary server
also got a workout, with 3 students working hard on improving its functionality.
All our students work has been merged into mainline and will be in our next
release (which is also being preped at this very moment).
Ryan Neufeld and
Dustin White both added new "quick
play" rulesets, while Aaron Mavrinac
added ability to remotely configure the server. This gives people a choice of 4
different games to play, 3 of which were developed as Summer of Code projects.
Our prototype
and backup server also got some love with Juan Lafont contributing a quick
play game of his own creation called "DroneSec".
This ruleset required that he also improve many of the server's features and he is in the
process of preparing a release.
Aaron, who initially worked on creating the remote configuration of
tpserver-cpp, has also been working hard on adding single player support. His work touched and improved
all our of sub-projects and even other students projects. Aaron is currently
driving the next release of our primary client, which will include a
wizard letting anyone setup a local game including the server, AI opponents
and other options.
Two students, Victor Ivri and Vincent Verhoeven, each worked on
creating AI frameworks and testing them out on the new rulesets
developed this year. Having two frameworks allows us to continually refine
their abilities and skills, giving people the ability to play non-trivial game
scenarios without having to find human opponents.
Zhang Chiyuan's project focused on a
completely different tack: adding support for Schemepy to Thousand Parsec. His
project allows Scheme to be used from the Python framework.
Zhang completely rewrote the existing backends and added a bunch of new
backends. In the process, he created a extensive compliance suite which allows
for quick checking to ensure our backends are functioning correctly. He has
also ported our Python client and servers and to the new interfaces.
Overall, we're very proud of all our student's work and it has all
made a dramatic impact on the health and usefulness of Thousand Parsec. Of course,
the entire community hopes they continue to contribute in the future. We would
like to thank the Google Open
Source Team for all their efforts in running such an awesome program.
Finally, congratulations to all of our mentors and students for their many
accomplishments!
Bookmark/Search this post with:
-
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Posted
about 1 year
ago
by
neufelry
Well as GSoC has come to an end and my interests have moved on. I will be repurposing the blog as a more code/personal-centric blog (it is, THE, hammer of code). If your GSoC RSS keeps nagging you with my annoying posts give me a shout telling me where I’m getting to you from; I’ll [...]