General Information, FileTagger, EcoLife
Welcome to the new LeekWare/LeekGames-Blog, an improved and more versatile installment than before. Multi-lingual, better organised and definitly more active than ever before. Be prepared for weekly updates about the development of tools from LeekWare and games from LeekGames.
A short description about the DEV-Blog-installments and the categories:
In this category you will find a summary of the DEV blogs of individual tools so that you can get a central overview of the progress of the past week.
In these categories you will find the complete, detailed DEV-Blog of the corresponding game/tool. There you are also able to comment and share your thought and ideas for the given software.
Layout of the DEV-Blogs:
– Title –
Besides the obvious, what does the numbers mean? The number in  represent the year (first set) and the calendar-week, the DEV-Blog is covering (second block).
– General updates/information about LeekWare/LeekGames –
The first block after the title will contain a description about general information and updates around LeekWare and LeekGames, such as this Information. Prior to this description, the first line will cover which tools and Games are covered in the post, so you can easily see whether the tool or game you are interrested in, is covered or not.
After this first section, a summary of the Game/Tool-specific posts will follow.
The initial development of FileTagger started months ago, but you didn’t miss as much as you think. In this weeks DEV-Blog you will be able to read about whats already done and what features are still missing for version 1.0 to release. And of course information about what is currently being worked on.
But what did we manage to develop this week?
For you as reader of the blog and/or user of the tool, nothing special. Currently we are restructuring some of the code as well as adjusting the architecture to be able to implement some of the planned features for version 1.0 as well as future-proofing the base of FileTagger for following versions.
Currently we are prototyping the world generation for EcoLife as well as creating models of trees, rocks and other objects to fill the generated world with.
The world generation isn’t as easy as thought due to the needed realism for the simulation to work as planned. Especially the creation of rivers isn’t the easiest. At the moment we are implementing threading to first, be able to create larger world and second, to generate the world faster.