
Today I finally launched ASCIImeo (asciimeo.com), a personal project I’ve been working on irregularly for the past few months. In a nutshell, it renders Vimeo videos in different textmode’s. I hope everyone enjoy’s the site; it’s simple and generally useless, but a ton of fun to explore. I’d love to hear your feedback, rants, and bug reports (I was after all the only person working on this).
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Not being a seasoned C++ programmer by any stretch of the imagination, I've run into several problems compiling Alchemy projects since it first debuted. Most of the issues were related to my poor understanding of the language, but some point to problems with the compiler. In particular, there seems to be an issue with memory allocation of non-pointer data types, such as the std::vector. I've run into this problem again while trying to port ASCIIpOrtal, and it's causing frequent hair pulling. Hopefully someone much smarter than me can point to a solution.
Here's a simplified example of what I'm trying to do:
CODE:
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stringstream mapfile(sfile); //sfile is a std::string
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vector<vector <string>> rawmaps;
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vector<string> map;
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while (! mapfile.eof() ) {
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string line;
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getline (mapfile, line, '\n');
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map.push_back(line);
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}
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rawmaps.push_back(map);
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Roguelike demo
Space Invaders demo
I've been talking about adding a textmode view to Alchemy for quite a while. In fact, it was the single reason I started playing with the technology in the first place. After seeing Flashterm, Scott Petersen (the lead engineer behind Alchemy) challenged me to port the classic NetHack, a roguelike text game. Since that time, I've played with text convertors, particles systems, and 3D graphics, but never managed to get a reasonable result for textmode - until now, that is.
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Check it out! (note: requires FP 10.0.22)
I thought I'd give an early demo of a 3D metaball system that I've been working on in the lab for the last week. As fate has it, Frank Reitberger also posted a fantastic metaball experiment today with great results. Where our systems differ, is that I've written mine entirely in C++ through Alchemy with the intention of eventually tying it directly to my particle emitter, ensuring the least amount of data marshaling possible.
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One of the main reasons I started playing around with Alchemy a while back was to experiment with some of my favorite textmode libraries, specifically AA-Lib, which is the most commonly used image-to-ascii-art library of the bunch (has been used with Quake, VLC Player, and many other desktop programs) . It's a frequently requested port among ascii art fans, and I'm glad to finally release it for everybody to use.
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