I have just been testing a couple of programs with shared memory. One using SYSV shared memory and one using POSIX shared memory.
The home of Arlene and Joachim Pileborg
I have just been testing a couple of programs with shared memory. One using SYSV shared memory and one using POSIX shared memory.
I recently helped building the web-site for Kvalitetsbygg Gotland AB, a small but good construction firm on the island of Gotland. If anyone is thinking of building a house, or some renovation work they need on Gotland, then don't hesitate to try them out. You won't be disappointed!
It's now 2013, a year that some thought would never come (What's with that? If a normal calendar ends, is it the end of the world?)
Some things stays the same (I'm still on Axis, I'm still good at procrastination), while other change. Some changes are small, like me starting on yet another couple of projects. Other changes are big, but I can't tell you what quite yet.
As for the projects, I'm working on a web-page for my step-dads construction company, and it's going well. I have also started to learn modern OpenGL, with programmable shaders and all. On top of that I have also started to study discrete math half-time.
Oh, and I'm apparently turning 40 in a couple of weeks. Always something to look forward to!
Other than that, I think this will be a great year, not only for me and my wife but for everyone!
It's been some time since I last posted anything regarding TutorialMUD.
Don't worry, I haven't given up on it, and I still want to finish it. There will however still be some time until next post, as I'm thinking about the best way to continue with the series.
I'm thinking about the format of the series, maybe have posts with less code and more explanations about the actual code in the GIT repository instead. I'm also thinking about ways to lessen the number of networking posts. Networking is really central and important to a networked game, and as such is a large chunk of the code base. But as this is not a networking tutorial it might not be necessary to go into the gritty details too much, and instead continue to the actual MUD specific code. The same goes for basically all the other parts of the server as well, with me thinking that it's better to show how all pieces fit together than go into the details of every subsystem.
I don't know how many follow this, but I welcome all feedback I can get.