January

How to Handle CRW Format Pictures in FC4 Linux

As a follow-up to yesterday's post on taking pictures with the Canon Digital Rebel, today I've got a couple notes on getting the CRW (Canon Raw format) files processed in Linux. I think that the tools I ended up with will work for other raw formats as well. I chose to install the Gimp and ImageMagick with Fedora Core 4 when I set up FC4, but neither of those applications supports raw files in the state they're installed in.

Some Digital SLR Notes for Amateurs

Candace graciously loaned me her Digital Rebel for the day so I could get an idea what it's like to shoot with a digital SLR. She suggested I should at least try it before I plunk down all that lettuce for the Rebel XT. I'm glad I did - her Rebel was really a pleasure to use. It really makes my point & shoot look like a toy. I know I don't have any real ability with it after just one day, but there were a few things that really impressed me (as a novice) with this piece of equipment. I played around with it at home for a little while early this morning. I figured that I should leave it on the automatic setting for a while. I've learned to appreciate automatic settings on a camera. See, I had a bad experience a few years back at E3 when I got my first digital camera. I didn't realize how much different the picture on the LCD could look from the same image blown up on a 19 inch monitor. And I knew that indoors with low light, like most of the convention centre, I'd need a higher ISO setting. So I fiddled with the manual settings a bit... What a whole lot of awful pictures. Some were salvageable. Many were so blurry I actually used the word 'blurry' in the filename. I'm going to try not to think about that anymore right now.

Full Disclosure

I bought some Apple the other day. Or rather, I bought some AAPL. I felt inspired and I noticed I had a little cash sitting in my RRSP. I'm not a big investor and I'm not a particularly good investor. I tend to be the "buy, hold and forget" type. The Apple thing just kind of came out of the blue. I find it doesn't make much difference if I research a company or not. The ones that I read up on and convince myself are poised to do great things are just as likely to flop as the ones that I just guess look cool. So right now, Apple looks cool. A few years ago, I though AMD looked cool, and they're my best performer now. Well, that is to say AMD has made some gains while I've been holding the stock. They've been up and down in the mean time though. I suppose if they do really well then I should... Sell the stock. Strange way to reward a company that's done a good job with your investment - take the money away.

A Couple Quick Notes on KDE Sessions and FC4 Sound

From the what-worked-for-me file... two tips today. One on getting sound by turning up the volume and another on getting rid of applications that keep coming back after a reboot.

GDC 2006: Automating Artwork with Batches, Actions, and Scripts

Adrian Woods is giving a talk entitled The Make Art Button: Batches, Actions, and Scripts. I think he sums it up in the session description just perfectly:
Do something once, it's creative. Do something twice, it's repetitive. Do something three times, you can probably automate it.
I've said the same thing many times, but maybe I start to automate at twice. This session will use comand-line tools, Photoshop automation, and MaxScript for 3DS Max. For myself, I've used plenty of command-line tools, a tiny bit of MaxScript and no Photoshop automation. I do find that a lot of Photoshop tools have counterparts in the Gimp however. Given the work he's been involved in on Microsoft Flight Simulator, I'm looking forward to hearing what kinds of work he recommends automating and how much effort it's worth. The question that I have about automation for art is about balance. Specifically how to balance the work needed to produce new tools for automating a very specific task against the work needed to complete these tasks manually. The way I approach this issue is by considering a few factors that are all around time savings, reuse, and repeatability.

Dealing with the Amazingly High Expectations of Today’s Technologically Enabled Populus

Why is it that I can pay my bills over the web, I can go shopping online, I can run a business, pay my taxes, check my stocks and plan my vacation all over the web, but for some reason tonight I had to drive around the city, go into a gradeschool gymnasium and scratch some graphite on a scrap of paper to vote? Seems like a problem we should be able to solve... Anyway, you can see the outcome here. If you're into that sort of thing. P.S. I have to admit some of my bitterness was definitely taken away when I saw the smooth AJAX refresh of the results on the page.

That’s a Whole Lot of Pictures

Apparently I took about 4,700 pictures in 2005. That's what Windows tells me when I look at the file count for that folder anyway. Some of them are up in the galleries at On Beaches. The majority of those are annotated by the the journal I wrote about last year's vacation in Wasaga Beach, Ontario.

Starting Point for a Puzzle Game Built with XSLT, SVG and Javascript

This one's for the casual game developers and the SVG folks I've been working off and on (okay, mostly off) on a simple puzzle game done in SVG and Javascript. I started on it almost a year ago and the idea was to just put up something simple as a guide to building SVG games. I got something that sort of worked pretty easily, but each time I added a feature it seemed like I had to rewrite the whole game. I guess that's just part of developing in a green field. One of the issues that bothered me most throughout the work I did was that I was transforming level files from a generic XML to SVG in the browser. I knew that every browser that downloads the level would perform the exact same transformations and every user would have to wait a few seconds while it happened. I also had to deal with the rather hairy Javascript code that handled those transformations and debug it every time it broke on one of the platforms I'm trying to support. Not every browser has a debugger as accessible as Venkman (and at the time I don't think there was a Venkman version for Deer Park). I'd rewrite the code, get a little more capability in it and tweak it for a day or two, then shelf it again until Jeff or Candace bugged me again to stop talking about it and get something done. Okay, so I finally did another rewrite on it a month or so ago that fixes the issue that I'd avoided for so long. See, I'd wanted to keep it in just Javascript and SVG since I thought that made things simpler. There's no build step that way and the design of the game is more obvious. Scripting languages don't generally need the kind of development pipeline that compiled languages do. In C or C++ the source code has to be built before results can be seen. In Javascript or HTML, the source is the executable. When XML is used to store information though, there's always some kind of interpretation that happens to display it. That can happen right when it's accessed (like viewing an SVG or XHTML document) or there can be interpretation first that creates another document that's actually viewed. The latter transformation can be done with XSLT.

Consuming vs. Creating

I'm waiting for my car at the dealership and there's no wifi here. Fortunately I've got my laptop and some music. Before I hibernated the laptop apparently I was over at gewgaw. Thanks for putting your full posts on one page :) I've been catching up and one thing from a post a couple weeks ago resonated with me. In this post: "active consumption includes production" I can't follow the links, from here to follow up but it sparked some thoughts on what we think of as play and what qualifies as work.

Getting Psyched for the Game Developer’s Conference

The Game Developers Conference is coming up in March 2006 and Jeff and I will be going again this year (I think it's our fourth trip). One difference this year that I'm excited about is that we'll be spending eight days in California instead of the usual four. We made that commitment because there's a lot to learn at the GDC if you're ready for it. So instead of just the expo and the free/sponsored sessions, we're looking for talks that share deep insight into game design, programming techniques and the expertise and tools needed to make first-rate games. We also missed the booth crawl last year and were pretty pissed when we realized it. So this year we'll be arriving in ample time to chill in Cali and still take in the most interesting tutorials, talks and panels that the conference has to offer. As I've mentioned before, I find that I get much more out of the conference when I'm psyched up both and prepared for the material.