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Kubeflow Jupyter Configurations

For those of you familiar with Kubeflow you’ve probably worked with the form below. This is the screen you get when creating a custom Jupyter notebook server. Here you can dictate all the pieces of information required to deploy the jupyter notebook via Kubeflow. In the documentation for Kubeflow notebooks step 12 discusses setting up […]

Constructing the Twitch Bot

I want to give the IRC bot a post of its own as not to distract too much from the machine learning post. This bot will be used to log IRC chat messages and poll for viewer counts on Twitch. There are a ton of different ways to implement this so feel free to take […]

Knight Online Terrain (GTD format for 1299)

I want to talk a little bit about reading from binary files using C/C++ and the file structure for the Knight Online terrain files (i.e. files with the extension “.gtd”). To follow along you need two things: A C/C++ compiler, here I’ll be using Visual C++ (Community 2015) A 1299 terrain file, I’m using “karus_start.gtd” but […]

Using the N3PMesh converter

Knight Online uses an internal file format called “N3PMesh” to store a lot of the game’s item meshes along with other various game meshes. A lot of these files are located in the “Item” folder found within the game’s install directory. You can think of every object in the game has having its own 3D […]

Getting setup with the OpenKO project

I recently made a video on how to get setup with the OpenKO source code and another video explaining the basic structure and history of the codebase. Feel free to take the time and get the code running! If you have any questions feel free to send me an email (info@stephenmeier.net). This second video explains a little […]

Kodev – Updating the UIQuestMenu

I recently made a video explaining how the quest menu GUI works for the game Knight Online. This is the first part in a two part series where we look at why these GUI components work the way they do and how we can use the GUI editor to help us to implement functionality for […]

SDL 2.0 Tutorial-06: Networking 3

In the last tutorial we setup a basic TCP server. In this tutorial we will start by modifying the server we setup and finish by writing a player client application. In order to write a client application with SDL 2.0 we will need a lot of the ideas which where presented in my first string […]

SDL 2.0 Tutorial-05: Networking 2

In the last tutorial we finished with a hallow if-statement within our processing loop. If there aren’t any sockets which we need to process (i.e. num_rdy <= 0 ) then we’ll loop over all the currently connected client sockets and perform any tasks which may be pending. This is basically the server’s chance to catch up […]

SDL 2.0 Tutorial-04: Networking 1

For the next few posts I plan to run through some of the basics of TCP communication using the SDLNet library. The goal here is to write a simple “resource” game where the client sends a “quest” request and, after some amount of time has passed, the quest is considered complete and the client’s resource […]

Current Projects

I have been really busy with work recently but I’m making some time to discuss my current hobby projects. One of these project is more of a solo gig and the other, I’m hoping, will start with me doing most of the work at first but eventually I’d like other developers to join in and […]

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