Andreas Jung

Saturday, December 31, 2005

2005: Music

By the end of this year, I have moved my music productions to Soundclick, so my songs are stored at a more central place.

My regular music productions can be found here: Phunkmonster Andrew at Soundclick.
Currently "A Little morningTrip Music", "Chemical Train", "Trip To Neverland", and "Phreakin' Rollback" can be found there.

My industrial music productions can be found here: Industrial Phunkmonster Andrew at Soundclick.
Currently "Induction On Ambient", "The Ocean Strikes Back", and "Bloody Loose Throat" can be found there.

Last but not least, I have compiled a little mixing set/mashup of some of my unreleased or unfinished songs, bits'n'pieces, and loops: Come To My House Megaset - 2005 In The Mix.

Besides that, the only other track available from my webspace is the collabo-track Designer and PMA - Agony Chains, because I am not the only copyright holder.

All other/older songs are not available any more, so one can keep track of all my music more easily. If you feel like you can't live without a specific song that is currently not available, you can still request it via email. EMail address is in the Imprint-section of my homepage.

2005: Programming, FSNG, and it's eventual substitute

Jan 2005: I have finished up a Delphi-Raytracer as a school project. Not *that* remarkable, but the first raytracer was somehow special anyway. The funny thing about it is the fact, that I don't have the source code of this project, altough I have created large parts of the project - the last lines were written at school - and there they remained, forever.

1st Quarter 2005: Besides my preparations for the Abitur Certificate exams, I created an ASCII realtime raytracer (DEMO) in .NET² using C++/CLI (BETA at that time). I finished maybe 90% of it, more on it later.

At that point, I came to the conclusion, that .NET² with C++/CLI is the future, with a strong accent on C++/CLI, and not C# (not only because of this article).
Sure, native C++ with STL is powerful, but if you have seen the .NET² framework together with the strong CLI language extensions, you don't want to go back. Even java is piss compared to that.
Besides that, I simply love the code design guidlines: no hungarian notations, no shortcuts, no f****** camelCase. It looks exorbitant clean compared to the native's C++ code mess (I could give examples, but I'm too lazy ;) ).

2nd/3rd Quarter 2005: Having achieved the Abitur Certificate at school, I had half a year of spare time until the beginning of my studies of computer science. I decided, that this is the chance of my live to create something. So I started to realize my biggest dream - my own flight simulator (FSNG). The development process is pretty well documented on my website, so I won't drop further words here.

4th Quarter 2005: My studies of computer science at the University of Paderborn began as planned. As I expected, my spare timeframe was heavily decreased, so I had no real time left for FSNG.
However: I have a module about fundamentals of programming and I have a laptop. The laptop can't handle regular 3D graphics, because it has a S3 in it. But it can handle realtime ASCII raytracers, because the only thing I need for that is a CPU.
So I used this fairly boring module to finish the ASCII realtime raytracer to be released at TMDC8.
Unfortunately, I had to find out in the meantime, that .NET entries were not allowed at TMDC8.
I came up with the idea to continue to develop the ASCII realtime raytracer into a fully interactive Wolfenstein clone in realtime ASCII. This is my current project, and it will be continued over the winter term. Some (already outdated) screens:




By now, I feel like I create the best code I have ever created, thanks to .NET²: I perform propper exception handling, comment my code with XMLDOC, really think object oriented (even banned the singleton again), etc. etc..

XMas 2005: Now I had a little more spare time. I thought if there is any chance for FSNG left. I decided to partially restart the project, using some of the working subsystem to create a helicopter simulator. Main benefits: I will use small fictional islands as scenery and not the real world, I can concentrate on the graphics engine and less on simulation of the sim world, and rework some old FSNG components and partially extract some subsystems into external libraries for re-use.
I am still in the research phase and will eventually post an announcment when my decision becomes final, that I will convert FSNG into an helicopter simulator.

Thursday, December 08, 2005

Décembre ... quoi? ... Décembre SIR!

Hmm ... we have december, but we don't have a December MDX release yet.


I admit, I don't have too much of a reason to ask
  • No time anyway for my FSNG
  • I was the one to praise to trade time against stability

However, I'm still a little bit eager to see how it's all developing.

Bad Luck

Man ... I travel 2 * 1 hour to university each day by car. And now on the back-leg, the exhaust pipe of my car broke down. 30 minutes of this engine-sound nearly made my ears deaf.

DAMN!!!

That's pretty nasty, because I'm pretty much depending on my car.

Now I can spend some time at the car repair shop instead of visiting some modeling/math lectures, what is not really a best-case scenario.