Aubreyfalconer.com - All http://aubreyfalconer.com/index en-us ATIServer 190 0 25 <![CDATA[Ron Paul for President - a Vote Not Wasted - Are you going to waste your vote on evil?]]> ]]> Thu, 13 Nov 2008 06:58:27 +0000 <![CDATA["Unofficial" Whirld 3 Preview - As promised!]]> For those of you interested in developing Mars Explorer worlds - or even your own complete Unity games - I have just finished a preview of Whirld 3 that you might want to check out:
 
 
 
 
The Whirld preview is distributed as a Unity Asset Package - which can be imported into a blank Unity project, or a project which already contains a previous version of the library (in which case each file will be updated as necessary if it has changed in the newer release).
 
 
This is NOT the official Whirld 3 release, and it is nowhere near complete. The final, official release will include much more - possibly even full integration with a Whirld bundling webservice depending on how my negotiations with Unity go. For now, worlds you create that incorporate this package will still need to be sent to me for bundling - but by following the best practices exemplified by the worlds included in this package, you can make my job much easier.
 
Here's a list of several of the features included in this package:
  • Complete physics for latest buggy and jet, and the ability to switch between them while exploring your worlds!
  • Dedicated "Controller" that provides quick access to all scenes defined in Unity's "Build Settings" window. Create your own scene, add it to the build settings, and you are ready to explore it!
  • Complete scenes included - with all source assets - for Foxholes, Levitashia, and Seb's Sky King!
  • Full source for the latest Whirld library in Mars Explorer 2.22. (No documentation yet, so it won't be too useful to anyone but perhaps Flynn :)
  • Dedicated Whirld "Resources", including the super cool new Sea object introduced in Mars Explorer 2. Check out the Foxholes world to learn how to use it in conjunction with terrain that is automatically textured with a seafloor on any submerged areas.
  • Sample world demonstrating the use of the new animation editor in Unity 2.6. Your worlds can now contain sliding doors, moving spaceships, and more!
 
Happy Coding,
 
-Aubrey
]]>
Sat, 13 Feb 2010 01:33:23 +0000
<![CDATA[We Be Brothers - A rally call for a return to pure Christianity]]> The song that's playing is Come Thou Fount of every blessing. Many of you will recognize it as the "Mars Explorer theme song"! The recording was produced impromptu a couple weeks ago while several of my friends and I were playing music together. (Please forgive the audio quality - our recording equipment was nothing more an iPhone sitting in the middle of the room)
 
 
 
 
 
 
Following is what currently exists of a song that I am writing to the same tune:
 
We Be Brothers
 
I like to think of it as a rally call for those who are separating themselves from modern, "corporate", bureaucratic, denominational Christianity - and are striving to return to the pure doctrine of the new testament Church. I woke up one morning singing the first verse to myself, and have been gradually adding to it as new verses occur to me.
 
 
 
Sons of Jesus ~ We be brothers,
Daughters  ~ ye are sisters too
Cease your squabbles, love each other, just as Jesus Christ loved you
 
Let us gather now together,
Each among us priests of God
Living stones of Jesus' temple ~ purchased with His holy blood
 
 
Some hath psalms, some revelations
Each gift given from above
Let us edify each other - Sharpening iron, forging love

Let us gather now together,
Each as equals to the Lord
As the temples of His Spirit ~ guided by His holy Word
 
 
Boldness in the day of judgement,
Following a higher law
Marching onward ~ for His kingdom ~ We shall be known by our love
 
As we gather In your name Lord,
Just as countless have before
Teach us, lead us ~ guide and feed us ~ as in sacred times of yore
]]>
Fri, 30 Jan 2009 19:25:31 +0000
<![CDATA[An argument for the existence of God, and authenticity of the Bible - Why I am a Christian]]> A concise explanation of why I believe that God exists - and further - why I believe that the Bible, collectively, is the express word of God revealed to humankind.
 
This argument is arranged into three base postulates - each building on the preceding, and complimented by a series of supporting points.
 
Please note that I do not currently have time to personally defend every single one of these points. Do your own research, the data is out there. If, upon examining the evidence, you reach a different conclusion than I have on a specific area mentioned in this argument - and you feel burdened to share this in the comments - please don't expect an exhaustive refutation from me. During the course of my life, I intend to develop this argument to a point where it will contain answers to all common refutations - but that will take some time.
 
All the best,
 
-Aubrey
 
 
 
 
 
1) The probability of the universe arriving at it's current state by natural processes is incredibly insignificant, and thus it is entirely rational to conclude that the universe had a supernatural origin:
  • Abiogenesis is woefully inadequate to explain how life could have arisen on Earth
  • Panspermia either involves the same problem of abiogenesis somewhere else in the universe, or directly invokes the supernatural
  • Evolution through natural selection suffers from an extreme dearth of transitional forms in the fossil record, and resorts to nothing more than fanciful stories when attempting to explain the incredible complexity and symbiotic relationships we find in nature.
  • If the universe has always existed, it should have experienced heat death long ago. If instead, the universe had a beginning - the supernatural is again invoked.

2) The Bible's narrations, interpreted literally, provide us with testable scientific predictions that it would have been impossible for the original authors to conceive of autonomously:
  • Geological evidence for a young earth and vast, catastrophic global flood
  • Paleontological evidence for a time in the past when the earth was radically different from what it is today - capable of supporting life forms that would be completely unviable in our modern climate
  • Biostratigraphical evidence of a geologic column produced by hydrologic sorting, ecological zonation, etc during the Noaic flood; in the form of numerous "anomalies" in the geologic column when interpreted from a uniformitarian standpoint

3) The Bible claims to be the word of God, and contains ample authentication mechanisms to verify this claim:
  • Prophecy: God exists outside of our spacetime continuum, and is perfectly aware of what the future holds for us. Because of this, the Bible includes a significant amount of prophecy - much of which has already come to pass with incredible accuracy.
    • (Isaiah 46:9-10 KJV) Remember the former things of old: for I am God, and there is none else; I am God, and there is none like me, Declaring the end from the beginning, and from ancient times the things that are not yet done, saying, My counsel shall stand, and I will do all my pleasure.
    • (Deuteronomy 18:20-22 KJV) But the prophet, which shall presume to speak a word in my name, which I have not commanded him to speak, or that shall speak in the name of other gods, even that prophet shall die. And if thou say in thine heart, How shall we know the word which the LORD hath not spoken? When a prophet speaketh in the name of the LORD, if the thing follow not, nor come to pass, that is the thing which the LORD hath not spoken, but the prophet hath spoken it presumptuously: thou shalt not be afraid of him.
  • Coherence: the Bible is comprised of 66 books penned by 40 separate authors over thousands of years - all of which agree with each other. Though many claim that there are conflicts within the Bible, I believe that all apparent conflicts are the result of deliberate  or unintentional misunderstandings of the ideas that the Biblical text conveys.
  • Faith: As I have just demonstrated, the Bible offers a much more substantial worldview foundation than abstract faith in an unsubstantiated myth. The Bible itself claims this - clarifying that belief in the God of the Bible does not necessitate an abandonment of science and logic, or intellectual dishonesty rooted in a supposed disparity between the observable universe and that which the Bible describes.
    • (John 14:11 KJV) Believe me that I am in the Father, and the Father in me: or else believe me for the very works' sake.
    • (Romans 1:20 KJV) For the invisible things of him from the creation of the world are clearly seen, being understood by the things that are made, even his eternal power and Godhead; so that they are without excuse.
]]>
Tue, 25 Aug 2009 17:42:37 +0000
<![CDATA[Whirld 5 - Introducing the Path System]]> Greetings everyone!
 
I'm going to take a break from Syn3h development for a week or two to get some other projects back up to speed, but the work I have been doing on Whirld 5 has been too exciting to keep to myself. Please note that Whirld 5, as was it's predecessor, is beta quality software - there is still much I have planned which isn't yet implemented - there is no documentation - and certain components are still a bit rough around the edges. If you can't figure out how everything works, don't worry - future versions will include complete documentation to guide you along.
 
-Aubrey
 
 
 
Download Link:

Complete: Whirld 5 Unity Package (8 MB)
 

Upgrade Instructions:

Whirld 5 has been completely reorganized (to the point that it is now nearing organizational perfection). The safest upgrade path from Whirld 4 is:
  1. Quit Unity if it is running
  2. Backup all your work
  3. Duplicate your Unity project folder using Finder or the Windows Explorer
  4. Open the duplicate project, and delete the "Whirld" and "WhirldFramework" folders within it
  5. Start Unity, open the new duplicated project, and import the Whirld 5 package.
  6. If you have made any customizations to the Whirld Framework, (custom camera logic, the ability to fire projectiles, a custom lobby, etc) you can now copy the sections of code you have customized from your old project to your new one.
If all goes well, you will have a perfectly organized Whirld 5 enabled Unity project when you are done. If something goes wrong, delete the project you created in step 3 and try again.
Note: you shouldn't need to do all this for future Whirld upgrades. It's just that I have tweaked so much, I am sure that everyone with customized frameworks will want to gain the new functionality.
 
 
What's New:
  • FRAMEWORK: Game controller panel now snaps elegantly to the left and right edges of the screen. Also solves the jittering problem on small viewports
  • FRAMEWORK: Now totally modularized - allowing you to load the framework into any scene as the game is playing. This now happens automatically, allowing you to playtest a scene as you are working on it by clicking the "Play" button in Unity. That's right - there is now no need to switch to the controller scene first every time you want to test your world. Cool idea, Eric!
  • New "Whirld" Unity editor menu, which contains organized links to everything the library has to offer
  • New "Whirld Manager" editor window, which provides instant access to everything Whirld has to offer. The "_Whirld" controller's inspector panel now consists of nothing but a link to the editor window
  • New "Whirld Resource" tool to enable prefab locking on noneditable items such as the Base (Canceled: Currently impossible due to Unity bugs, Unity is working on fixing them)
  • Much nicer Jump Point interface, with a wider range of input values - Gub
  • Custom floor shader to eliminate z fighting with terrain
  • Floor and sea now autoset their altitude as terrain is raised and lowered in edit mode
  • Realtime sea and floor updates in edit mode. They now follow you around!
  • Enlarged sea and floor to prevent visible horizon line when fog is light
  • Vehicles no longer collide with sea when it is disabled - Gub
  • Many operations in Whirld now tie into Unity's undo system, eliminating headaches and smoothing your workflow
  • Tons of other minor tweaks and bugfixes
  • And last - but certainly not least - the beginning of the Path System!

Whirld's new path system will make it effortless to create trails, rivers, roads, walls, racetracks, and more inside the Unity editor.
There are several existing Unity plugins to create roads and rivers, but nothing like this. What makes Whirld's Path system so awesome, you ask?
  • Path implements the Catmull-Rom spline algorithm, which means that created paths will smoothly intersect all defined control points. You have COMPLETE control over the position of each path section, and the radius of each curve
  • Each control point is an independent GameObject in Unity. This means that you can use tons of shortcuts like selecting and dragging multiple control points at once, dragging a point along the terrain surface by holding the Shift and Ctrl keys, or copying and pasting groups of nodes between paths
  • Building paths is effortless! Click one button to toggle path creation mode, and then each right click you make in the scene will create a new node for the active path
  • Edit non destructively, in real time! Path ties into Unity's editor update loop, watching for your changes and then instantly regenerating itself up to ten times per second. You can add or remove nodes, adjust widths, fine tune automatic banking parameters, and much more - and watch as your changes are instantly reflected in the path you are adjusting. The path library can even be called from a running game...
  • Path can create closed and open splines with equal ease, and even toggle between them with a single checkbox. In open splines, the first and last nodes serve as control points - and the gizmo icons and colors vividly illustrate this
  • Path can generate highly customizable static path meshes, or it can be used to carve and paint paths into existing terrain objects or serve as a guide for racetrack boundaries.
  • Here's a couple development screenshots: Path Tests
 
The current path library includes quite a bit of functionality, but far more is planned. Here's some items on my Whirld to-do list:
  • Update Water system with more impressive, more customizable simple water
  • Create a centralized Whirld UV system to enable world space object texturing
  • Create a centralized decal system to enable atlased textures wrapped over world geometry
  • Other "smart" objects: portals, race rally points, bot/turret/npc system etc
  • Upgrade LOD system to use a single Update call for all objects.
  • Include color correction customization data for each world - Achilles
  • Realtime mesh subdivision - http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface - http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
  • Runtime path LOD system - just like the terrain engine, but for splines...
  • Ability to stretch arbitrary meshes along paths, with any defined offsets. Fences, bridges, telephone poles, and so much more!
  • Custom heights and X axis offsets for each path "row". This will allow the creation of walls, crowned roadways, marble chutes, etc etc
  • Finish path terrain integration, to enable full terrain painting and path carving
  • Fine tune path export options - possible ability to generate paths after world load instead of packaging path meshes into Whirld bundles?
  • Add linear path uv mapping to facilitate striped roadways and the like
  • Experiment with optimizing intensive operations (such as terrain path carving) for parallel processing on multicore hardware
]]>
Fri, 01 Apr 2011 16:33:49 +0000
<![CDATA[Article: Enhancing HTTP sessions using iFrames and JS - Advanced techniques to propigate sessions across multiple domains and deactivate them automatically!]]> Introduction:

The site you are viewing is a member of the ATI Network. All ATI Network sites share a common authentication system - even though the network spans multiple domain names. Logging in on one network site automatically logs you in to all the others, and leaving all network sites automatically logs you out of the entire network. How is this done? Read on:

How Sessions Work:

Pretend like you are a webserver. Your entire life is spent serving pages to clients over the internet. All you know about a client is what it tells you when it asks for a page. When a client sends you a page request, it looks something like this:

GET /index HTTP/1.1
Host: theati.net
User-Agent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X Mach-O; en-US; rv:1.8.0.2) Gecko/20060308vFirefox/1.5.0.2
Accept: application/x-shockwave-flash,text/xml,application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5
Accept-Language: en-us,en;q=0.5
Accept-Encoding: gzip,deflate
Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7
Keep-Alive: 300
Connection: keep-alive

This is all you need to know to serve them a page. But how can you tell different clients apart? How can you tell a guest from a registered user?
Each user must be given a unique ID, and that id must be sent along with each page request. This will allow you (the server), to reference each user to the data you have stored for that user, and customize the page according to their needs.

There are three main ways to get clients to send an ID along with their request:

  1. The most obvious option is to embed their id (in the form of GET data) in every url they visit by rewriting "on page" links.
    There are at least three problems with this approach:

    1. The first is with search engines. When a search engine visits a page, and has an id assigned to it, and has all the links rewritten to contain that id, every url it stores in its index will contain that id.Every person coming from that search engine will automatically "inherit" the search engines session. Worse, the next time the search engine comes back and you assign it a new id, all your sites links will appear to have changed. The search engine may get frustrated and leave!
    2. Another problem is with users copying urls. When an authenticated user copies a url out of their address bar and emails it to their friend, posts it to a forum, etc, their session will be "stolen" by anyone who visits that url.
    3. The final problem comes with histories. If a user logs into their account at a library or other public computer, completes their business, logs out, and leaves the computer, their session is "stealable" by anyone! All the next user of the computer has to do is press "back" a couple times, and they are logged in as the previous user!
  2. An extension of the first technique, it is possible to use javascript to detect link clicks, rewrite the link hrefs to a hidden form's action tag, and submit the form along with the session id in a hidden field. While this does get around the url copying issue, it adds a requirement for javascript and most browsers display an incredibly annoying "are you sure you want to go back?" dialog for any pages containing postdata.
  3. The best way is to give the client a cookie with their id inside, and have them give it back with every subsequent page request.
    The benefits of cookies are significant over url-based session preservation:
    1. Search engines, which generally don't accept cookies, are never presented with "changing" urls!
    2. Since cookies are not stored in the url, they can not be accidentally copied!
    3. Since logging out involves deleting the cookie from the client's computer, sessions can not be "hijacked" from the browsers history or cache!

    Cookies are less than perfect, however. Some people do not accept cookies, or may have their computer's date so far off that the cookies are deleted instantly. They are also not multi-domain. Some browsers reject cookies from all domains other than the currently visited one because of privacy issues. There is a way to work around this! Keep reading to find out how...

    Note that cookies and urls can both be stolen using techniques such as xss or a packet sniffer, so don't just assume your data is safe!

In summary: for most applications, cookies are better for session preservation than url rewriting. The rest of this article discusses how to use cookies to their full potential!

Multi Domain Cookies:

Since most browsers won't accept cookies from offsite domains, and since the browser must have a cookie for a domain to be authenticated in that domain, and since we want users to be able to log in to multiple domains at once, we will need to use a tool called iFrames to load cookie setting pages from each domain in the network on each network page.

How does it work, you ask? Simple. For our example, we will be setting up a network with three domains.When someone logs into d1.com, every subsequent page will have the following html appended to it:

<iframe xsrc="http://d2.com/loadcookie?id={SessionId}" width="0" height="0" frameborder="0"></iframe>
<iframe xsrc="http://d3.com/loadcookie?id={SessionId}" width="0" height="0" frameborder="0"></iframe>

This instructs our client's browser to request a cookie setting page from every other domain in the network. When that page is requested, the server replies with the following:

HTTP/1.x 200 OK
Date: Sat, 22 Apr 2006 02:16:05 GMT
Host: dX.com
Cache-Control: no-store, no-cache, must-revalidate
Set-Cookie: id={SessionId}; path=/; domain=.dX.com
Content-Type: text/html

Note that there is no expiry date set for the session cookie. This instructs the browser to delete the cookie as soon as the user's "session" ends, which is when they quit the browser. Below we will use javascript to delete the cookie when they leave the site, but this is there for users that don't have javascript.

Once finished, the browser will have separate cookies stored for every site in the network. No matter which domain the client requests a page from next, they will still be logged in!

You may be wondering why we don't instruct the browser to cache the iframes, and save several http requests per page. The reason is that since the cookies store the user's id, caching the iframes would allow session hijacking by loading the iframes from the browser's cache.

Auto Logouts:

Many sites "deactivate" sessions after a specific amount of time. They assume that if your session has not requested any new pages within a couple of hours, you probably aren't still sitting at your computer.
While this is better than not deactivating them at all, it has several flaws:

  1. Just because your last page request was 10 seconds ago doesn't mean you are at your computer! People can log in to their accounts at public places, complete their business, and then leave the site. Even though they may think their data is safe, in reality the next person to visit the site within the next couple of hours is logged into their account!
  2. People often have certain pages open for several hours at a time intentionally; especially when they are writing content. Imagine the frustration of spending hours writing an article, pressing submit, and being greeted with a login page after your article (in postdata) is lost in thin air!

While these problems can be mitigated by making it very clear to users that they are not safe till they have pressed "Log Out" and writing a complicated postdata preservation system, there is a better way!

Using javascript, it is possible to automatically log users out. Below is the code that does the trick:

function doCookie() {
var now = new Date(); //Create a date object
now.setTime(now.getTime() + 3000); //Set the object's time to three seconds in the future
document.cookie = "sessionname=sessionid; expires=" + now + "; path=/; domain=.thisdomain.com"; //Update their session cookie!
}
setInterval("doCookie()",1000); //Run function every second

As you can see, all it does is run in an endless loop, every second setting the cookie to expire three seconds in advance. When a user requests a new page on the site, The cookie is carried to the new page, and they are logged in. When they leave the site, the loop stops, and their browser automatically deletes the cookie within three seconds.

If the user doesn't have javascript, you can display a "be sure to remember to logout" message using the <noscript> tag.

Bringing it together - Conclusion:

Combining the iframe technique with auto logouts is easy, and provides an awesome session managing system!
All you have to do is add the javascript doCookie() code to the page the iframes request. That way when the multidomain iframes are loaded, the infinite cookie setting loop is instantiated for every domain in the network.
Whatever domain in the network the user requests by clicking a link, they are sure to have the session cookie for it. And when you leave the network, all the cookies delete themselves automatically by timing out!

Although I did invent both techniques described in this article on my own, I am now beginning to see some instances of iframes used as described here. As far as I know however, this is the first ever documented usage of javascript to automatically deactivate session cookies! And its nearly certainly the first use of them together! If you know of someone else using the javascript system, please tell me. And if you write an article about it, credit would be appreciated! :-)

You should now have a thorough understanding of the basic concepts behind http sessions, and a couple tricks up your sleeve for making them even better!
I hope you find many creative uses for the techniques presented here, and take them to new levels! Please post any ideas you have for improving these techniques in the comments.

]]>
Fri, 01 Dec 2006 05:26:38 +0000
<![CDATA[Syn3h B2 - Rendering upgrades, Whirld revamp]]>
Greetings everyone!
 
 
Please welcome the second of Syn3h's beta releases, available now after all-too-long of a delay.
 
 
This release focuses primarily on the Whirld and Rendering systems, though the rather massive changelog can speak for itself.
Please let me know if this version solves any inverted graphics/no picture/poor framerate issues you experienced in the previous beta.
 
Be sure to stop by Unity Island, which serves as a demo to show off new Whirld functionality - including the fact that it is now entirely contained in a single, binary, highly optimized, webplayer cachable .whirld file! Enjoy the new sea system, globally illuminated lightmaps, completley revamped rendering effects and fine tuned quality levels, STUNNING new vehicle and xorb materials, and much more.
 
 
Don't worry about the completley broken keybindings, lack of lava on the classic Martian worlds, rather dull looking seas at low quality levels, and other miscellaneous issues - they are on the top of my list.
 
 
For all you map designers, the Whirld toolkit will be available once Unity 3.2 is released (should be safe to hold your breath)...
 
 
-Aubrey
 
 
 
 
  • Massive strides forward in Whirld water system
  • Cache loading will now be a bit faster, as I have obliterated the need for a secondary buffer cache.
  • Cache dir on OSX should now be ~/Library/Application Support/Whirld Cache - you can delete the old ~/Documents/Library/Application Support/Whirld Cache folder used by B1
  • Nicer looking server list in lobby, with a bit of space between each server row
  • Buggy skidmarks now properly aligned to tires
  • Buggy autorighting is now a bit smarter, and should never skid the buggy sideways along the ground like it did before
  • Buggy's suspension system now never protrudes from the bottom of the buggy
  • Buggy wheels no longer penetrate walls to fall through the floor outside the wall, and it's rollover crashes look nicer
  • Buggy's shocks are now a bit more powerful for high speed offroading
  • Buggy's camera following distance has been moved back a bit
  • Malformed Whirld entries should no longer crash Syn3h
  • Xorbs now fit buggy properly
  • Fullscreen mode can now be controlled via a button at the very top of the Interface panel
  • Antialiasing now defaults to false, please try turning it off if you experience weird rendering glitches
  • LOD System now functional again
  • Rendering materialization sites from near distances shouldn't slow down low end systems as much (Thanks, Achilles!)
  • Global shader lod max and camera rendering path are now directly linked to Syn3h's quality level, which should result in much higher framerates on low end hardware with the quality set to a minimal level
  • Integrated Whirld Repository search field in the Server Creation interface of Syn3h now has focus by default
  • Xorbs now partially transparent at lowest quality levels, instead of fully opaque
  • Fine tuned quality levels, with the two lowest now being actually useful
  • Buggy skidmarks now shown only above Simple rendering level
  • Buggy wing warping now a bit smoother
  • Vastly more intelligent new seafloor texture algorithm which smoothly blends combination of all beach textures into the sea
  • New Unity Island with occlusion culling, baked lightmaps, and much more!
  • New Whirld skybox horizon fog baking system - it's brilliant
  • World sunlight shadow feathering normalized
  • Whirld library now includes many new helpers, such as the Whirld optimizer
  • The "Cancel" button while loading a world now properly terminates loading and returns Syn3h to the lobby
  • Whirld loader no longer confused by attempting to cache URLs  with a ? in the name
  • Hosting a world instantly after starting Syn3h with a large Whirld cache to parse no longer causes a crash
  • Fastest quality level now looks a bit nicer
  • Significant shadow quality enhancements at high rendering levels
  • More reliable network testing
  • Vehicle reflection cubemaps now dynamically generated for each world, resulting in much more convincing reflections
  • Realtime vehicle reflections at fantastic level!
  • Cameras bundled inside worlds are now summarily disposed off, instead of wreaking havoc on core game logic
  • New automatic Whirld alt offset if loaded with a legacy sea alt
  • Improved rendering effects, as well as their relation to game quality levels
  • Whirld loading percentages rounded
  • Default block world object no longer cast shadows, which means that there is no longer a weird realtime shadow edge line following you around
  • Sunlight beam effect now enabled on worlds with lens flares defined in the primary directional sun light
  • Fixed &quot; in ads
  • App Update detection enabled
  • To resolve interface ambiguities, game worlds are now described as "maps" in Syn3h's primary lobby interface
  • Buggy autorighting now slower to activate, but stronger once it gets going
  • Cache controls now available at bottom of world selection list as well as lobby settings pane
  • Beginning of webplayer caching...
  • Dynamic shadowcasting is now disabled for objects that aren't lightmapped, to prevent them from casting shadows in a strange looking circle around your camera
  • Nifty new JumpPoint system, and other smart objects, for the Whirld 4 release
  • Doppler effect temporarily disabled in preparation for audio system upgrade
  • Upgraded image effects, including edge blending that no longer needs to be manually enabled
  • Resolution dialog now shown by default for standalone builds
  • Wind for Unity Island!
  • Enabled static and dynamic batching for Whirld for significant rendering performance improvements
  • Whirld Water now automatically downgrades itself if a deferred rendering path isn't available
  • Floors, lights, etc reenabled for legacy block worlds
]]>
Fri, 04 Feb 2011 03:49:31 +0000
<![CDATA[Mars Explorer 1.99 Alpha Preview - Introducing the Whirld project]]> Update: You can now design your own (primitive) worlds in Unity, and play them in Mars Explorer!
 
 
 
Development of 2.0 is well underway, and I wanted to share some of the fun!
 
I am refactoring every bit of Mars Explorer for optimum performance and minimum filesize, and have already reduced the size of the web player from over 13 MB to under 3 MB. It now loads FAST!
 
I am also working hard on the most important feature of all - streamed worlds. In fact, I am organizing the new world system as a Unity community project - more information about which can be found at the Unify Community Wiki.
 
 
But on to the fun.. Here's a working model of my latest world loader in action:
 
Large partions of Mars Explorer's internal code have been rewritten - and there are bugs everywhere, so please don't even bother to report them. In fact, multiplayer currently isn't even implemented properly - but I should have it fully functional again in a couple more days.
 
This version has no built in worlds, but instead downloads BZW worlds off the internet and generates them inside Mars Explorer for you to play in. It doesn't yet support many advanced features of the BZW format - so not all BZFlag maps will work properly in the current Mars Explorer - but worlds comprised mainly of boxes work great, and I am working on adding more advanced functionality. If you really want to be a geek you can create or procure your own BZW worlds and try loading them in Mars Explorer, but there are a couple preset worlds to test as well.
 
Once I have BZW worlds working great, the next phase of the Whirld project is to define a custom Unity map format with support for terrain objects, prefab linking, advanced meshes, hierarchical animation, etc. There is still much, much more to be done for 2.0 - in fact, I have hardly even begun - but it is already incredibly exciting!
 
 
All the best,
 
-Aubrey
]]>
Wed, 05 Aug 2009 04:52:23 +0000
<![CDATA[Mars Explorer 2.2 Released! - Merry Christmas!]]> Encompassing the entire 2.1 beta series, Mars Explorer 2.2 is now officially released!
 
It incorporates a completely revamped Whirld system, many brand new worlds designed by members of the community, vast graphical enhancements, a new jet fighter designed by GTR, end ever so much more.
 
Enjoy,
 
-Aubrey
 
 
 
]]>
Fri, 25 Dec 2009 18:42:56 +0000
<![CDATA[Mars Explorer Mobile 1.4 - New logo, better physics, integrated iPod controller, and smarter camera following]]> Just submitted to Apple, should be approved and available before next week.

This release was primarily focused on interface refinements, vehicle physics, and bugfixes. 1.5 will bring Whirld to your iOS devices, so get your block worlds ready for a whole new level of relevancy and enjoyment :)

-Aubrey
 
Paramount: 
  • Incredibly cool new logo and orbit particle effects 
  • Unified blue color scheme throughout the game's interface 
  • Integrated iPod music system, allowing you to control and enjoy all the music on your device while cruising on Mars 
  • Comprehensive buggy handling improvements: 
    Brakes no longer autolevel in flight, but instead lock out accelerometer input to facilitate precision aiming
    Stall recovery has been greatly improved, allowing you to take off and recover from a variety of attitudes and speeds
    Low speed steering is significantly less sensitive, making controls a bit easier
    No longer automatically seeks horizon while in normal flight, instead responds precisely to your tilt controls
    Can now perform powered loops in flight, allowing you to glide forever without needing to land and build up speed! 
    Now handles better in lava, and can exit lava a bit easier 
 
Significant: 
  • Hovercraft now gracefully reflects off the terrain at any speed, instead of punching through it upon occasion 
  • Mars Explorer now incorporates a fully anonymized analytics system 
  • Glasses-Free GRilli3D library implemented, but not currently available due to licensing restrictions. I hope to have this incredibly cool technology available in the next release! 
  • Battery life improved by capping the framerate at 30 fps instead of 60fps, and optimizing the rendering loop 
  • After you launch Mars Explorer 15 times, it now provides you with a friendly reminder that you can submit a new review with each update 
  • Input is now tracked even when you are applying brakes - allowing finer maneuvering in the buggy and stationary attitude adjustments in the hovercraft. The hovercraft can now spin while you are stopped! 
  • Camera now detects when vehicle is stationary, and enters a new mode that keeps behind the vehicle and lets you see where it will be pointed when you release the brakes 
  • Camera also now detects when vehicle is flying, and follows directly behind vehicle instead of a bit above it to give you a better intuitive sense of where your craft is headed 
 
Noteworthy: 
  • Fixed occasional crash on mission restart 
  • Custom iPad loading screen 
  • No more dead zone in x tilt axis, which allows for much more natural flight 
  • Fine tuned low pass filter for accelerometer data, resulting in smoother controls 
  • Ride camera no longer clips inside of hovercraft 
  • Camera now orbits vehicle when settings screen is open, and tracks inertial swipe motion to determine spin rate - it looks really cool! 
  • Materialization clouds now look far more amazing 
  • Crosshair no longer shown in background of settings screen 
  • Updated introduction with note on how to set cam distance 
  • Optimized mesh compression for faster load times 
  • Skybox walls now properly compressed to save on VRAM 
  • "Restart Mission As {Vehicle}" button simplified to "Rerun Mission"
 
 
 
RC Mode
]]>
Tue, 21 Jun 2011 20:42:36 +0000
<![CDATA[Swashbucklers! - A printable, flexible, paper based multiplayer strategy game]]>

Swashbucklers!
Command your fleet and master the seas in this turn based printable strategy game designed by Aubrey.

 

Here is what you need to play:
  1. >> The Swashpack Two players worth of pieces
  2. >> The Rules Dispute resolution has never been easier!
    Our rules all fit on a single page :-)

 

Current Version: 1.12 - Released 07/08/21
Each page is a 200 DPI .png file. Print them in "portrait" mode, and be sure to set printed size as "shrink to page".
]]>
Wed, 14 May 2008 23:52:56 +0000
<![CDATA[Buggy in Flight]]> Sun, 26 Oct 2008 04:54:41 +0000 <![CDATA[Minor PlexPedia Updates - Stickies, enhanced security, etc.]]>

Greetings everyone!

I just added a sticky system to PlexPedia, which will enable moderators to feature the finest content on this site for everyone to enjoy. I also added a new "removed" state for posts, which will make it easier to permanently bury blatant spam and other items that serve no purpose.

Notes:

  • Please don't "bam" things anymore - the sticky system should serve this purpose admirably without adding useless posts to the most important of topics.
  • Moderators - sticky only the very best content, and possibly rotate the stickies if you have a lot of content that should be featured. We should never need more than ten simultaneously stickied items, for example.
  • "Remove" only threads which are completely devoid of value. Most content should be switched to "Resolved" after it's useful life comes to an end.
  • Hearty thanks are due to Achilles - who inspired me to create an official sticky system by building his own automated state toggling machine, as well as reported several important security flaws.

I also just fixed some other PlexPedia oddities, such as the display of "About" pages for usernames with dashes, and several permission escalation attacks that enabled non-moderators to alter the state of threads.

I am currently in the process of consolidating my domain names, web servers, and file servers into several manageable accounts - ATIServer sites, and my personal email account may go down for an hour or two later today.

Great progress has been made on the next Mars Explorer for iPhone, and a release is imminent. I am striving for biweekly app releases for the mext month or two, one of which will enable Whirld support. So - get your block worlds ready and polished, they are about to take on a whole level of relevance!

In other news, the next release of Syn3h (which is still a couple weeks away) should be a fully viable Mars Explorer replacement with finalized keybindings, a perfected GUI, vastly simplified camera systems, and excellent reliability.

All the best,

-Aubrey

]]>
Thu, 12 May 2011 21:46:22 +0000
<![CDATA[Fundamentals of Flight - Exploring the elementals of aeronautics, with Aubrey Falconer]]> Note: If you are on a syndicated site, » Enjoy full formatting on AubreyFalconer.com
 
 
 
Russian Kalinin K-7 (Visualization)
 
 
Flight: A triumph of engineering which permits the traversal of our world from a whole new dimension!
 
Flight can be divided into three basic groups:
  1. Gliding, in which kinetic energy is lost as distance is traveled.
  2. Floating, in which the aeronaut is carried about by currents of air.
  3. Powered Flight - in which thrust employed for vastly greater range and maneuverability.
Though Fish, Spiders, Snakes, Ants, and a Myriad of other creatures have employed flight for countless ages - we now understand the principles involved and can make use of them, even if we still aren't anywhere near matching the effiency of nature. Many of the same forces which keep airliners aloft are directly applicable to your paper airplanes - and you can learn about them in this article.
 
 
» »
» »
 
 
Lift:
 

 
As visualized in the Venturi Meter to the right, air flowing through a pipe has to increase it's speed when passing through a constriction - and when it's speed increases, it's pressure decreases. The effect that results in the water bubble shifting to the left side of the meter (where the air pressure is lower) is known as Bernouli's Principle, and it's key to understanding how airplanes stay in the sky.
 
When air flows across a shape known as an airfoil (such as the wing of an airplane), the air on the curved top side has to travel faster than the air on the relatively flat bottom side. Thus, the higher pressure on the bottom side exerts a lifting force on the airfoil.
 
When an airfoil slices into the air at an angle instead of directly inline with it's motion, it is said to have an "Angle of Attack" (AoA). The steeper this angle is, the more air has to travel over one side of the airfoil and less over the other side, which causes more lift (and drag).
Stall
Source: Wikipedia

The greater an airfoil's AoA, the less smoothly air flows over it. When an Airfoil's AoA is too high and it's speed is too low, laminar (smooth) flow of air over the wing is replaced by turbulence and the airfoil generates lots of drag and very little lift. This condition is known as a stall, and generally results in a loss of altitude as the plane falls and gathers speed to resume flight. On certain aircraft, it can result in a complete loss of control and a catastrophic crash! Some high performance fighter jets are designed for supermaneuverability (to be controllable during stalls), which allows them to perform amazing maneuvers such as Pugachev's Cobra.
 
Drag:
 
When a plane is flying slower than the speed of sound, subsonic aerodynamics describes the two primary forces that slow it down as Form Drag and Induced Drag. Form drag is caused by turbulence as air flows over the plane, and is minimized by long, tapering trailing edges on each shape of the hull to keep air flowing smoothly along it. Wherever air encounters an angle too sharp to flow smoothly over (just as in airfoil stalls described above), excessive turbulence and drag results. The faster an object is moving, the vastly greater it's induced drag is! Objects in free fall eventually reach an equilibrium between gravity speeding them up and drag slowing them down, and this is described as their terminal velocity.
 
Induced drag is related to the redirection of airflow to generate lift - and since planes have to redirect airflow most to stay aloft at low speeds, induced drag decreases as an airplane's speed increases. An aircraft's maximum efficiency is obtained at the speed where induced and form drag are equal. When an airplane is rotated on it's yaw axis so that it points to the side of it's direction of travel, it's form drag is increased and the condition is described as a side slip. Aircraft are equipped with tail rudders to counteract this problem and aid in various maneuvers.
 

Source: Wikipedia

Stability:
 
Dihedral angle describes the upward sweep of an aircraft's wings. When the wings of an airplane form a slight "V" shape when viewed along it's length, the lower wing generates extra lift when the aircraft begins to roll and automatically stabilizes it. If your paper airplane tends to dive left or right when flying, it definitely needs more dihedral!
 
Control surfaces such as ailerons, elevators, and rudders allow an aircraft to modify the shape (and therefore performance) of it's airfoils in flight to control it's attitude. You can add control surfaces to the trailing edges of the wings on your paper airplanes to stabilize their own flight: A curve to the left or right can be cured with an upward flap on the opposite wing, and nosedives or stalls can often be corrected by adjusting the "flaps" on both wings up or down.
 
Spin Stabilization is employed from frisbees to rockets for a simple stability solution - but where rapid rotations aren't an option, Fly by Wire systems feed sensor inputs into a computer to calculate the exact control deflections necessary to keep high performance aircraft (even RC ones!) in the sky.
 
 
Paper Airplanes:
 
Bonus Questions:
  • What is a "wind tunnel", and for what are they used?
  • How can an airplane pilot recover from a stall, or a helicopter pilot land when their engine dies?
  • What does the term "terminal velocity" refer to?
  • Why do "stealth" fighter jets look so angular? (Hint: this answer has very little to do with aerodynamics)
  • Why are helicopters so much slower than airplanes? (Hint: visualize the relative airspeed of each side of the main rotor as the helicopter soars through the sky)
]]>
Fri, 14 May 2010 06:06:10 +0000
<![CDATA[PlexPedia "X" Theme - Smooth, polished, and incorporating everyone's favorite aurora starfield!]]> Now available for selection (from the Custom skin) in the "Look and Feel" section of your PlexPedia group's control panel:
 
"X" Theme - AubreyFalconer.com
 
 
This theme is super optimized, and should load just about instantly. It also includes a bunch of cutting edge CSS3 fun - such as rounded elements and browser calculated shadows.
 
I had so much fun designing it, that I even decided to set it as the default for my home page
 
Enjoy!
 
-Aubrey
]]>
Sun, 15 Mar 2009 00:13:50 +0000
<![CDATA[Back Online! - After a 24 hour disaster]]> Greetings everyone!
 
 
I am terribly sorry about the recent downtime, which had eliminated sites such as Safarri, PlexPedia and MarsXPLR from the internet for the past day and a half. Here's what happened:
 
 
1) A couple weeks ago, VPSLink (my previous webhost) notified me that an entity known as SpamCop had received complaints of unsolicited email originating from my server's IP address. They said that I would need to stop sending spam, or my server would be in jeopardy.
 
2) I replied, and let VPSLink know that none of my services deliver spam - and that the server in question sent emails only to welcome new users and notify them of received private messages. I also scanned the server for signs of an intrusion, and verified that the server was not acting as an open mail relay. All seemed well.
 
3) VPSLink was again contacted by SpamCop, and instantly disabled my server without warning me first.
 
4) I pointed the DNS of all effected sites to a status update page, to let users know what was happening.
 
5) I keep regular backups, but the prospect of loosing everything users have contributed to this server in the last two weeks since the latest backup was unacceptable. After 18 hours of negotiations, VpsLink temporarily reenabled my server to enable me to extract the data it contained. I chose to move this data to a micro instance on Amazon's Elastic Compute Cloud, and after several more hours of work, everything was running great.
 
6) DNS records for all sites were pointed to the new EC2 Elastic IP. 
 
7) The new micro EC2 instance quickly crumbled under the load of everyone checking to see if their favorite sites were back online. I had planned to upgrade the micro instance to a standard instance if this happened, but when I attempted to do this - I discovered that Amazon doesn't support 64 bit standard instances and that I would have to reconfigure a new server from scratch (again). The micro instance performed incredibly poorly, often failing to utilize more than 3% of it's allotted cpu due to some kind of behind-the-scenes throttling that Amazon was imposing.
 
8) Less than impressed with Amazon's EC2 service for anything other unpredictably loaded applications, I chose Linode as ATIServer's home. I then transferred the latest data to a new Linode VPS, configured an Nginx - fastcgi PHP5 server stack, ran a couple tests, and pointed all the site's DNS records to Linode.
 
Everything now appears to be working great (even better than it had been performing on the higher specked and twice-as-expensive VPSLink server), no data has been lost, and Linode will provide us with tons of room to grow.
 
Please let me know if you notice anything broken or missing, I'll be sure to take care of it.
 
 
All the best,
 
-Aubrey
 
 
 
 
 
]]>
Thu, 02 Jun 2011 18:50:53 +0000
<![CDATA[Make your vote count! - The lesser of two evils... is still evil.]]> From Aubrey - to my Friends, Fans, and Foes;

(Specifically those of you inhabiting the Unites States of America)

 

With the presidential elections near at hand, I would like to take this opportunity to share my thoughts with you on the important civic duty of voting. I want to encourage you to vote for principle, and not to waste your vote on a candidate that would horrify our founding fathers.

Yes, game theory is important. In certain cases, I agree that it could make sense to cast a vote for someone that isn't your first choice to help prevent someone that would be your last choice from becoming the president. But in my opinion, arguments like the above have no place in discussions regarding this election.

As far as anyone can tell, Obama may not be a natural born citizen of the USA, and would therefore be constitutionally ineligible to hold the office of president. Both Obama and McCain have contemptible positions on the sanctity of human life. Neither Obama nor McCain have any respect for the 2nd amendment - or the rest of the constitution, for that matter. Listen to them debate - they have few things to offer besides socialism and meaningless, empty mantras of "change" and "straight talk".

 

As many of you know, I have long supported Ron Paul - and although he has switched gears to the Campaign for Liberty, Chuck Baldwin is now carrying Paul's banner.

I honestly don't expect to see a "third party" candidate win the election - but by voting for someone you can truly support, you can at least have a clear conscience that you weren't a party to one small step in the gradual demise of our once-great republic.

 

Below is a short video I produced nearly a year ago.
Before you cast your vote this year, please take a minute to consider the implications of the course you are taking.

 

-Aubrey

 

 

]]>
Mon, 03 Nov 2008 04:54:59 +0000
<![CDATA[Organizational enhancements emphasize need for introductory videos - You could be famous!]]> Greetings everyone;
 
 
In the process of organizing MarsXPLR.com - you will notice the Future and Play pages soon disappearing and the FAQ becoming much more useful, with information on mapmaking and more - an exciting idea occurred to me!
 
  • Mars Explorer used to have a "tutorial" level built into the game - but I removed it because of technical reasons, and also because it was never very elegant to begin with.
  • We currently have a bunch of boring text I wrote to provide a basic introduction to the game plastered on the "Play" page, which I doubt that new players ever read.
  • In just about every game I join these days, there is a player or two typing things into the messaging console such as "How do I fly?", "What's the point?", and "Stop NQSing, you AnNoYing n00b!!".
 
I believe that the most fun and effective countermeasure to these issues would be a video introduction to Mars Explorer created by a member of the Martian community - and that member is YOU.
 
Produce the most awesome video you can, post it to YouTube, embed it in a reply to this article, and if I like it, your video will be featured for the thousands of new players that Mars Explorer receives every month.


Here's what I am looking for:
 
  • Fun:
    After watching your video, I should be thrilled to play Mars Explorer!
    Making the video as short as possible (1 or two minutes) will really help to keep your audience focused.

  • Graphical Excellence:
    You should capture all footage on high quality worlds, with high quality rendering settings. Share Mars Explorer's delicious graphics with your audience.

  • Action:
    Epic stunts! Intense dogfights! High speed fighter jet flybys! Make Mars Explorer look as exciting as it is. You don't need to focus on the action, just show a couple cut scenes to rivet your viewer's attention.

  • Tasteful Audio:
    Stick to nice, non jarring music - and unless you are a professional radio announcer, you might want to think twice about voiceovers :)

  • Educational quality:
    You should let new players know what to expect, how to fly, who to shoot at, and any other information you believe to be pertinent. If you really want to be fancy, you could even produce a "Space Cadet" version and "Tips from the Masters" version covering skills like gyride dogfights and how to take out jets with the buggy.
 
 
There's no deadlines, and I wouldn't mind featuring quite a few different videos. I might even create a page on MarsXPLR that links to all the best submissions.
 
Have fun!
 
-Aubrey
]]>
Fri, 30 Apr 2010 02:52:20 +0000
<![CDATA[PlexPedia Enhancements - Comment moderation, permanent logins, and more!]]> Greetings everyone!
 
As many of you are aware, I have long dreamed of rebuilding PlexPedia from the ground up. The current version is fairly respectable in it's own right, but I believe that a completely new system that incorporates everything I have learned from Safarri and the current PlexPedia could be one of the most powerful organizational tools yet created for the internet. Unfortunately, this would mean putting Syn3h development on an indefinite hold - so I won't be embarking on a PlexPedia rebuild in the near future.
 
In the mean time, Mars Explorer's community continues to grow - and we need to keep it organized and on track. I have therefore dedicated the last several days to tuning up the current version of PlexPedia. Please let me know how the new features work for you, and if you notice and bugs or security issues that they may have introduced. Enjoy:
  • Moderators new ability to remove individual thread comments! Their actions are archived in PlexPedia's log system.
  • Permanent logins, which are now available from the login page. This should be especially handy for those who check the site often, or use mobile devices with cramped keyboards.
  • Moderators new ability to adjust the category of each piece of content submitted to the site. This functionality is available in each content page's "edit bar", and is also integrated with the PlexPedia site log.
  • Many other tweaks and bugfixes, including:
    • Fixed new content hiding itself by default during the submission process.
    • Fixed tinymce content editor incompatibility with Internet Explorer 9, which had rendered it impossible to submit content to the site.
    • Fixed browse links occasionally redirecting users to browse pages from other PlexPedia sites (this was a flaw in the system which kept track of which page you were on before viewing some content, and then sent you back to the appropriate page when you clicked browse again).
    • Enhanced Update Profile Page
    • Fixed errors appearing when a message was sent to a user with an invalid email address.
    • Fixed broken guest session tracking system which was due to http cookies expiring too early. PlexPedia should now be much smarter about desplaying messages regarding actions you have recently performed.
 
In a couple weeks (after Syn3h's official release), MarsXPLR.com will be merged with Syn3h.com and I will use the opportunity to reorganize both site's content categories. Thanks to everyone for your suggestions and support - especially Kruncher, Achilles, FlyClub, TheDude, MacDane, and the rest of Mars Explorer's dedicated mod team. 
 
All the best,
 
-Aubrey
]]>
Sun, 26 Jun 2011 19:18:43 +0000
<![CDATA[Aubrey's Latest Project - 1945 Bus Restoration]]> Update 2: The project still has far to go, but has already come a long way. It now serves as Aubrey's full time base of operations!

 
1945 Beck Mainliner.
Air brakes, smooth running 6 cyl 500+- cu in International engine, custom RV windows, integrated radiant heating, and no interior - so I get to start from scratch. This is going to be an awesome mobile workstation :)
 
Legend has it that this bus was produced in a special group along with 19 others for high class transport of homecoming WWII soldiers.
 
 
 
 
]]>
Fri, 05 Feb 2010 07:56:04 +0000
<![CDATA[Site Updates - Syn3h.com streamlined]]> Hello everyone!
 
Beta releases for Syn3h (and Whirld...) are just around the corner, and in preperation I have cleaned out Syn3h.com a bit.
Ideas, fan fiction, etc are welcome - but I'd prefer to keep them at MarsXPLR.com for now 'till the beta period draws to a close and all content is migrated to this site as a coherent body. This will help to keep Syn3h development streamlined and on track, and ensure there's no confusion as to where community content should currently be posted. (I am planning to preserve MarsXPLR.com as a read-only archive once Syn3h leaves beta, to help remember the great times we have shared).
 
Syn3h.com now contains only my official beta release posts, and you can find all the other content that was here over at Mars Explorer's site.
 
All the best,
 
-Aubrey
 
 
P.S. If you're interested in automatic notification of beta releases, you might want to subscribe to Syn3h.com's rss feed.
]]>
Thu, 20 Jan 2011 22:23:52 +0000
<![CDATA[Media Kit - Logos, Screenshots, and more]]> Want to share Mars Explorer with your audience? Great! Here's the resources you need:
 
 
Screenshots:
 
 
]]>
Fri, 30 Apr 2010 23:02:13 +0000
<![CDATA[iOS Review Reminder - My first submission to Unity's integrated Asset Store]]> I recently built a system for the iOS version of Mars Exporer to provide dedicated players with a friendly reminder to review the application after a certain number of launches, and thought it would be a nice opportunity to experiment with Unity's asset store.
 
Here it is, ready to help your iOS application generate the buzz it deserves:
 
The submission process worked great, and my reminder system is currently available for $15. I can't wait to finalize Whirld 6 and publish it as well! If any of you are interested in sharing or selling your high quality code and art assets, Unity's store is definitley worth a look.
 
-Aubrey
 
 
iOS Review Reminder, by Aubrey Falconer
]]>
Tue, 28 Jun 2011 16:59:30 +0000
<![CDATA[Mars Explorer Mobile 1.3 - Retina display support, easier controls, arm6 and 7 binary, and much more!]]> Submitted last week, approved by Apple minutes ago, and appearing in the App Store momentarily!

I plan to release several more updates within the next month - and am already working on the jet, terrain engine support on latest-gen hardware, an integrated level of detail system for cooler graphics on devices that can handle it, game center integration, and streamed block Whirld loading.

Enjoy,

-Aubrey
 
 
Paramount: 

✓ Mars Explorer has been completely reengineered to run at maximum quality on everything from an iPhone 3G to an iPad 2! 
This includes a new resolution independent UI system to keep 2D graphics looking perfectly crisp on a variety of aspect ratios and pixel densities, custom fonts to make excellent use of the iPad's larger screen real estate, universal distribution for native performance on arm6 and 7 chipsets, and much more. 
Buy and download once, enjoy on all your iOS devices. 

✓ Interface has been simplified and polished to near perfection, with all the buttons and info you need in a single elegant bar at the bottom of the screen. 

✓ New visible throttle slider, providing for easier and more intuitive driving than full 2 axis tilt. Control scheme now consists entirely of simple finger gestures - be sure to stop by the upgraded Info section to learn more about them. 


Significant: 

✓ Now multitasking aware, letting you switch between apps without loosing your game! 
✓ New auto rotation system for comfortable play in left or right landscape orientation. 
✓ New high-rez, great looking app icon. 
✓ Vastly optimized shaders and particle systems for improved performance. 
✓ Infinite Horizons! Lava seas blend perfectly into the distant skybox hills. 


Noteworthy: 

✓ Enhanced "Orbit" screen with cooler particle menu and sharper starfield. 
✓ Music silent option now labeled "iPod" to indicate that custom music can be played. 
✓ New buggy drivetrain mass simulation algorithm to reduce lurching at low physics sampling rates and throttle positions. 
✓ No more rematerializing upside down in hovercraft after you drive off the edge of the world. 
 
 
Promo codes:
 
On sale now for 33% off, or get it free if you are fast enough:
 
P9L3KKPXNHJ6
4NX4JENMWWPR
6MTMJLYTTXKN
LFHW39TA69HT
H9P3KX6476N6
PNHMEMPJ9N7X
HN3K9P37636X
4HXLR7X7KANF
T67PEF9P9T7M
7A7PA6JLFE46
 
Ridge Runner with the Hovercraft
]]>
Tue, 24 May 2011 01:52:34 +0000
<![CDATA[Mars Explorer 2.22 Final - The Pinnacle of Mars Explorer]]>
Greetings everyone!
 
As Syn3h draws nearer to reality, I am fine tuning the last versions of Mars Explorer.
 
2.22 includes the most rock solid networking ever (which is far from perfect due to fundamental flaws in Unity which they have now acknowledged), many bugfixes and refinements, better buggy and hovercraft handling, an installer for the native windows app, and much more.
 
If you are experiencing any issues with the browser or dashboard versions of Mars Explorer, please try downloading a native Mac or Windows app. There are some known issues with Unity's webplayer that I am working with them on at the moment.
 
My next milestone will be the release of the Whirld 3 library - which will revolutionize world design. After that, a complete rewrite of the networking system is in order - which is a project of such magnitude that I want to ensure that we have Mars Explorer finely tuned in it's corrent state before embarking on this new venture.
 
Enjoy,
 
-Aubrey
 
 
 
 
]]>
Mon, 18 Jan 2010 08:27:44 +0000