Showing posts with label meta. Show all posts
Showing posts with label meta. Show all posts

2022 in review: IoT, ray tracing and web

Another year has come to pass, and it’s time for some more reflection! Despite its many flaws, the (only? :s) one way this year has been a successful one is through all the code I’ve managed to write. So without delving more into all the melancholy, let’s jump right in on what really matters in life and think of all the great projects I’ve had:

I started the year with embedded development in C#, then did two intensive months of game development - starting by learning Vulkan and ray tracing from scratch, learned Kubernetes and Terraform, a bit of cloud, worked on my homepage, and then did a bit more of embedded stuff by writing some programs to monitor and control factories in Minecraft.

Embedded .NET with Meadow

For the first half of the year I got back to embedded development and managed to drastically improve the UX and reliability of setting short timers. This is all thanks to the Meadow platform having reached a much better maturity compared to how it was the year or two before, when I first started working on it. I even wrote a post about the adventures I had when designing and implementing that system. There’s also a short Youtube clip illustrating how it’s all used in my daily life. At that point I was feeling really good having “shipped” something useful, and moved on to the next topic. Before this (for many many years) I had used the same launcher, but the countdowns were opened to a browser window.

Plus, over time I’ve gotten really used to the system, and thought that I couldn’t ever live without it. This assumption was however challenged a month or two ago, when I upgraded the firmware on the device running the display hardware, instead of the other device I was supposed to develop serial port things on. But what the hell. Let’s just upgrade it to the new OS and get all the promised stability and performance upgrades while at it. Maybe those would even eliminate the very rare restarts when a watchdog timer set by me times out.

One of the big new features of that new release was the inclusion of a new linker, which is able to trim out unused code, greatly reducing both the code size and the startup speed. Unfortunately, this specific linker isn’t implemented the same way as the one by Microsoft in the full .NET SDK, and there seems to be no working developer-facing options to alter its behaviour yet - it's all beta. The way it’s currently implemented strips out code needed by reflection-based serialization, leaving me stranded with my API calls.

One could think that I could always go back to the old OS, but the matter has two obstacles. The first being the tooling, as it is still under active development, and there’s no apparent way to install a previous version. Though I highly doubt it’s been blocked yet, and there’s a responsive Slack channel to ask about these things. But the second one is quite embarrassing. The last time I worked on the codebase, it was when I moved the server side stuff to my Kubernetes server (more on that later), and it turned out to be a more involved operation than originally foreseen.

When I finally got it to work, I was rather frustrated, and seemed to have forgotten to make the final commit - but there’s really no excuse for this kind of irresponsible behaviour. So after I had done the OS update and the code updates to go with it, I no longer had a working version to go back to. Rather than taking the time to fix things, I’ll just have to live with my mistakes until the new OS is at a serviceable state. At least I’ve had plenty of things to keep me busy and not thinking about it. Quite the theme overall…

Vulkan and ray tracing

The timing for my next expedition couldn’t have been better. After I had neatly finished the work on the timer (but before the OS update), there was a bit of time to relax. How unheard of. When it was time for my summer holiday, I was already anxious to try something new. For a long time I’d been meaning to learn Vulkan, and now I also had the spirit and the time for it. And not just Vulkan, if things would progress well.

I think it took me about a week to go through most of the tutorial. I had originally anticipated it to take the whole month, so my spirit was further elevated by that triumph! As detailed in the relevant post, one of my long-lived dreams has been to build a game with realtime soft shadows. I’ve always thought the math for it to be beyond my abilities - except now. Armed with Vulkan and powerful hardware, perhaps I could just brute force my way to it.

And it all started rather promisingly. I learned more than I could have hoped for, and even got good results on the screen, at interactive frame rates.But the quality fell short of what I’d hoped for. And with that, so fell my motivation to work on it. Despite this, I still managed to achieve some rather great things after the initial blog post, namely multiple importance sampling (MIS) and the integration of Nvidia Realtime Denoisers (NRD). Both improving the quality and performance by at least an order of magnitude or two. Almost enough. Almost.

It sucks that I haven’t documented my journey better than I did, as this is the most impressive thing I’ve achieved in a long time. There’s some nice screenshots on my Twitter page, and some short compression-butchered video segments on my Youtube page, but that’s it.

But the reality of it is that the intensive ~two months I worked on the project really burned me out for a long while, despite all the impressive things I achieved. I really enjoyed what I did, but everything has its limits. Though truth be told, RT is perhaps something that I don’t really wish to pursue more. It was very rewarding, but as a concept it’s not really something that interests me that much - I was really only after the results. I thought that simple 2D shadows would be easy to implement with the new technology, but the truth is that they are actually even more complex than 3D ones, at least when implemented the way I approached them. Sunken costs kept me engaged.

But when it comes to using Vulkan as a graphics API, I really did enjoy it a lot. It’s so much nicer than OpenGL, as it’s without all the technical debt of immediate mode rendering and old hardware pipelines, while explicitly supporting all the new things that make development easier and the code more performant, such as pre-compiled shaders and cached pipelines, and multithreaded API design. Though it’s still not easy to use it optimally by any means - especially when it comes to supporting heterogeneous hardware. I already liked OpenGL, and I like Vulkan even more.

A few years back I made yet another version of my unicorn game project - codenamed Unnamed Spacefaring Game: Energized (with modern OpenGL and C#) - and I thought that the code I wrote for it was diamond-grade. Not quite. Or maybe it was, compared to how the previous iterations were implemented on top of a decade+ old Python codebase. I also had big plans for writing the engine side in such a way that it would be able to run efficiently on many-core systems. This wasn’t easy, and it was further complicated by the APIs offered by OpenGL. The solution I arrived on was ambitious, and I feel really bad I never got far enough to really test it in battle.

Vulkan on the other hand has native support for many frames-in-flight and multiple descriptor sets. These features could be used to drastically simplify the resulting architecture, perhaps even completely eliminating the need for all those ambitious inventions I had. I’m very conflicted on how to proceed. Everything sounds almost too simple. Though I guess there’s still some demand for building infrastructure for better multithreading, but the big picture has warped so much that the old plans don’t apply anymore, and I’d have to spend more time planning against that new future to be able to say anything conclusive.

But what I do know is that the code I wrote for that RT Unnamed Building Game was a lot better than that of USGE. I’m really hoping to get back to UBG someday, as its scope is also a lot smaller than USGE’s; if I’d be able to keep the idea alive, yet yeet the RT things, it would be something that could realistically be shipped, and perhaps sold. Though, without RT most of the novelty and graphical appeal wears off…

I guess it’s all about managing scope; it would also be possible to ship a version of USGE with only a few months of development. It would be a technology demo, but a fully playable game nonetheless. But there’s been enough gamedev for now.

Homelab and custom auth

As told above, I had used up (almost every waking moment, I might add) of my summer holiday for learning Vulkan and RT, and there was still a lot to do. Meanwhile at work the then-current project had evaporated over the holiday, and for a moment I was left without one. This gave me the energy to continue learning, but still I faced that eventual burnout. This “opportunity” meant that I could pivot my focus at both work and at my own time to learning about Kubernetes, and forget about all the unconqueable things in ray tracing.

Plus, yet another of my long-time dreams had been to have a solid infrastructure for running self-hosted software - both of my own making, and by other people. And doing it securely. So I didn’t really mind the literal double-timing of learning new things so soon again.

And a lot of new things I learned. It took a bit of iteration, but now I have a somewhat satisfactory hierarchy of Kubernetes manifests, and a small-yet-equally-satisfactory collection of services described by those manifests. All hosted on an ebay’d tinyminimicro-sized server I bought just for this purpose. The server's awesome: it's tiny, x64, and consumes about 6 watts at idle. Pity it has only 8 GB of RAM, and doesn't have the PCI-E connector for a 10+ Gbit network card soldered in. Also, I’d still like to do the manifests over one more time - this time using Terraform for avoiding some repetition on specific parts of the infrastructure. A bit more on that in the next section.

I had hoped to create a VLOG episode about all things homelab, but that didn’t happen this year. But what I instead have is a two-part special about one facet of it - namely authentication and authorization. I’ve materialized a lot of my dreams this year, and the theme continues :)

I set up a monitoring stack with Postgres, Grafana and Prometheus, and migrated some of my own server applications to the new hardware (countdowns, hometab, …). I also set up an instance of changedetection.io. All of these things benefit from unified access control in the form of single sign-on (SSO). As illustrated in the first part of the VLOG, I had initially set up Authelia for this task, but it was not to my satisfaction.

Moonforge

So I did what I do best, and made my own. While this is a bold move even by my standards, I kept things realistic by having Keycloak do the actual user authentication, and having my service continue from that. It’s called Moonforge. All it does is minting and validating JWTs based on configurable policy. There’s more information about this in the second part of the VLOG.

But in short, Authelia felt really nasty because it had a single login cookie for everything. With Moonforge, the user logs in to Keycloak, and then to Moonforge via OIDC, and afterwards to the actual applications with OIDC-like semantics, even if the applications don’t natively support it, thanks to special reverse proxying routes spanning some paths even in each application’s own domain. The JWT cookies for these logins are application-specific, and can’t be used to access other applications unless the user specifically allows it on a case-by-case basis.

I really think that having my own service for auth is for the best - as long as I haven't made a mistake in something elementary. As further detailed in the VLOG, the alternatives are just not that appealing. Authelia requires me to fully trust the applications it protects, and standalone Keycloak is too complex to configure: I’m bound to make a mistake. If I build my own, I know for sure how to configure it. And since I’ve been doing backend stuff for a long time, I hope for everyone’s sake that I’ve learned to build a simple one that is reasonably secure. After all, the harder parts are still done by Keycloak - for now. And I’ve already spent enough time looking for ready-made solutions.

Besides, having an auth(n|z) solution of my own has been yet another long-time aspiration. I think I did some initial UI planning as far back as 2015, and it took until now to implement a system. It looks nothing like originally envisioned, but that is partly due to how the focus so far has been on authz instead of authn. Plus, I haven’t really decided whether I want to let it have its own visual identity, or whether to have a more standardized appearance around my core css.

While the visual identity is a definite nice-to-have, the actual technology behind the scenes is what it’s really all about. In its current form it replaces Authelia with something more secure, without offering much more than that. The foundation I’ve built everything on feels really solid and well grounded. The cookie paths and domain are sensible, and there’s been effort in building everything with a focus on security. There’s extra care in JWT validation, and things like embedded keys and alternative signature algorithms have been explicitly disabled - strange how some JWT libraries don’t even have the option to disable these features. And the small scope has definitely helped.

As I’ve mentioned many times now, for a project of this scope, having Keycloak be part of it is sensible. But I’m hoping to find the time to replace it with my own implementation. When I was still working on Tracker, I implemented a login flow similar to how for example WhatsApp Web works now. That type of passwordless flow was really nice, and I’ve wanted to replicate it in a more generic setting, while also adding some other security features. Hence the dream. In the VLOG I talk about all the things I’d like to add and how they’d strengthen the security of all the services relying on the system - pushing more and more of the auth functionality on to better trusted companion devices, outside the device and the server the login is being performed on. There's also plans to harden the surface which mints the JWTs by requiring input from a trusted device. I’d also like to get hands-on experience interfacing with security keys such as Yubikeys.

Moonforge is far from being feature-complete, but it’s perfectly serviceable for its current task. I feel good, and with that 'final part of the 1st stage' of my Kubernetes infrastructure implemented, I now have what I wanted: a stable foundation for hosting and building self-hosted services and applications. Next up is Terraform, better uptime monitoring, perhaps distributed logging and most importantly improved machine-to-machine authentication. And maybe even making more VLOGs on the topic.

Terraform, cloud and static HTML generation

With the things at home looking so good now, why stop there? The next thing I could be improving is my (still perfectly functioning) decade+ old homepage. The current site is hosted on a single server, and the PHP in it dynamically serves WikiCreole-based content. I’ve been meaning to replace it for the past two years with static generation and geo-replicated hosting, but the time hasn’t been ripe. Except now*.

There’s been demand at work to learn more about the cloud, and I was able to use this to my advantage. I was required to set up a static website on AWS S3 and CloudFront, so why not use what I learned for the new site? And while at it, why not do it properly. This is again a topic that would have made a great VLOG episode or a post of its own, but I’ll try to be brief.

At work I was given Terraform to accomplish the task, and I quickly fell in love with it. It allows for writing all the infrastructure as “code”, a bit similiar to how Kubernetes manifests work; precise and to some degree self-documenting. And making changes is easy, as the user doesn’t have to know the exact commands, they only need to tell how they want the end result to look like. It’s a really nice way to work.

The best advanced feature of Terraform are the “modules”, which allow for defining complex reusable components, which in turn expand to a set of simpler pieces of infrastructure. While that’s an overkill for just a single static website, I’m looking forward to migrating all(?) my Kubernetes manifests to Terraform. While raw manifests are mostly fine, the biggest pain point for me has been in defining firewall rules and HTTP(S) ingresses. These are very verbose, and contain a lot of dupliction between each other. With Terraform I should be able to write a single custom utu_http_ingress module, which defines all those at once. There’s also some special additions that need to be done to each Traefik (the reverse proxy) HTTP ingress route entry in order to support the special login paths needed by Moonforge - having the module transparently do this in a centrally defined location is awesome.

With the basic infra up, the more fun part was uploading the content. I could have used some type of shell script and aws-cli to upload the site content, but it turned out to be really easy to use the SDK and build my own program. With it I could easily incorporate some extra steps, such as only uploading the files that have been changed / renamed between each run, and more importantly transforming the uploaded filenames and paths. The static site generator includes the .html file extension on all content, and I was trivially able to remove that. There was also some special logic on how “index” pages and paths worked with the PHP site, and I was able to take that into account, too.

And lastly, I learned that CloudFront is able to compress the content it serves, but this feature depends on the file types and the available CPU time on each edge server. The only way I can ensure that the content is always served compressed is to save it pre-compressed to S3, and then return Content-Encoding header with the correct value for each request. But now that I control the upload process, this was no problem :)

And speaking of content, that’s a topic for another post, again. A few years back I stumbled on statiq, and found it to be the least-sucking tool in the .NET world, so that’s what I chose and started to slowly port over the site itself, and the content. Instead of WikiCreole and PHP I had Markdown and C# HTML compiled down to plain HTML.

With this new technology stack I could also accomplish some of my long-time desires for ever so slightly improving content-discoverability on the site. Along with the old stuff, the site also serves as the companion for my VLOG, containing the scripts, some technical specs and other commentary on each episode. I wanted to make it easier to move between different episodes and projects, so I implemented a sidebar navigator for this.


Site generation in statiq is a multi-stage process, with one of the stages being content discovery and “front-matter” parsing. This way each page knows what other pages exist, and I’m able to pull similar pages from the metadata to the sidebar - either by the folder structure, or by a special grouping key. This metadata is also used to build navigation breadcrumbs.

*The tool still sucks, though. It tries so hard, but fails. There’s a live-reload server for avoiding full rebuilds when working on individual pages and templates, and a caching system so that those full rebuilds can be avoided also when publishing. Unfortunately, both have been broken for several years. The live reload server needs to be restarted whenever a page containing an error is opened (so don’t save a live-reload page until the code compiles!), and the caching system doesn’t purge the metadata cache, so pages appear multiple times in it, breaking the sidebar.

I was going to sidestep all that by making a hot-reload system of my own, by building on the “hot” reload technology I invented for USGE and UBG and UBG's asset pipeline. Newer dotnet supports unloadable assemblies once again, so it’s possible to keep the compiler and dependencies loaded in memory, but still dynamically reload all the user code - a sub-second operation. That way I could delete the cache between rounds, and avoid the server dying whenever an error occurs, by simply very quickly restarting it after each run instead. Unfortunately statiq always starts a text-based debug console meant for live-reload even when not using it, and never cleans it when exiting, thereby failing to run again in the same process. The relatively complex code which does some high-level orchestration of the generator is rather tightly coupled with the code controlling the debug console, so it’s not an easy task to separate these two. Even cleaning up afterwards is not trivial. FML.

Despite this, the preview for the new site is live, and the DX is a bit better than before. And it’ll get better, won’t it? And if not, I’ll just have to make my own generator. There’s still work to be done in upgrading imagepaste, perhaps the contact form, and transferring over some other static content. I’d also like to improve the page load latency, so I’ll have to find a way to cache the CSS file, yet reliably invalidate it without rebuilding the whole static site. That might be impossible to do without scripting. But for now, at least the primary content has been migrated succesfully.

Minecraft and Lua

It’s been a tight year, and I wanted to take my mind off other things, so I found myself gravitating towards modded Minecraft once again. Plus, it’s just so damn addictive it’s hard to keep away for too long.

This time I’ve been playing Create: Above and Beyond, a non-expert modpack with strong progression. The focus is on Create, a “low-tech” automation mod, which has large moving machinery which in my opinion fits the theme of Mincraft really well. As the technology level keeps increasing over the playthrough, some products benefit from automating them with programmable in-game computers. It’s also fun to monitor some production chains, such as the amount of charcoal fuel.


Few years ago I already built some libraries for saving metrics to Postgres (with plans to migrate to TimescaleDB), so this time I was able to build an in-game Lua program, a metrics gateway server and a Grafana dashboard in two short hours :) This was a good primer for the more complex factory-controlling programs.

While the modpack is heavily focused on doing things with just Create, some things would get needlessly complicated when done with just in-world redstone circuits. Just like I really enjoyed describing infrastructure with Terraform, I also enjoyed avoiding complex circuits with Lua code. It’s a lot more self-documenting, and the code itself is creeper-proof :p Some might argue that the beauty of the game is using those simpler primitives for achieving the end goal, but at some point it just becomes plain frustrating. Though in this case I’m not very good with Lua, and I’m not even trying to be: I know the bare minimum, and use that to make the programs. I guess that’s my way of playing the same game.

And as it was beautifully noted to me, I guess I’m in the right industry when even relaxing and playing video games leads me back to writing code. Or alternatively, I’m just a sick and troubled mind, which can’t ever truly let go and just relax (:

Closing words

Whoa. It seems I’ve been really active this year. Maybe too much so. But, for now my only real regret is that I haven’t documented my doings even better. This post ended up a lot longer than I first anticipated trying to cover even the majority of what I’ve done. Especially the gamedev things. But at least I have something to show for it, and I did at least try with Twitter.

Thanks for reading! If you are - for some strange reason - after for even more to read, can I recommend you the 15 year anniversary post of the blog. It’s a lot shorter, I promise!

PS. I’m also working on a little something to highlight all the wonderful private code commits of mine, and also my other online doings in a central place. Stay tuned.

Blog 15th year anniversary

Wow. Can't believe it's been 15 years already for this blog. This year additionally just happens to be a 10 year anniversary for my very own domain, too! I'm kinda forced to celebrate a little. Maybe even get a bit sentimental?

Anyway :3 How this blog started out does feel a bit cringey. I was quite young then. Also, I feel like blogging was kinda only becoming a thing then, and there were no social media in the larger sense. As such there weren't really any expectations on what a blog should or could be. At least I didn't. I mean, this blog was something that wasn't really even meant to become a thing. It was actually just kind of a fad I tried; something to perhaps practice voicing my thoughts on. How to somehow feel connected on something, just by writing things.

And I guess I really like writing things (not too often of course, as evident by the post history :p). But seeing how this blog has stood for 15 years - it's so long that I can't really even comprehend it all at once. So much has happened, yet remained unchanged, even. But I guess I feel pride, at least.

And that - barely - bridges us to the sentimental part. Or whatever this is. So what are all those things that have happened, then?

* * *

As mentioned in the intro, at the beginning the blog was an experiment. And there had to be something to experiment, platform wise. What's the point otherwise? :p So I started out by trialing a couple of self-hosted PHP-based blogging solutions, but was quickly turned away from those due to them feeling bloated, or just not the right fit for me personally. So instead I did what I always do: rolled my own. A great learning experience, but ultimately something that I grew bored of maintaining. But I still liked blogging, so to my own surprise I jumped for quite the opposite end of the spectrum, and moved my blog to Blogger. The final act of this transition was implementing an Atom feed for my old blog so that I could use Blogger to import the content. While reather unremarkable on itself, that may have been the first time that I really interfaced with another software solution to make it ingest something I made - instead of me just processing what some other piece of produced.

Blogger was about convenience. I had already learned what little there was to learn about the technical side of blogs, and it was now about just the content itself. And when I learned that I could post to Blogger using Windows Live Writer, blogging became effortless. A new blog post was literally just the matter of opening the application and clicking publish. A surprisingly welcome change when compared to my own solution, which required manual file uploads, or editing files directly on a remote server. Or perhaps I had an ugly web-based editor? But the quality of life was so much better with the new system. While I did have some grief about how much larger the page loads were on Blogger, all the other things won. With a proper theme it didn't look that much more heavier, and the dialup era had already ended.

And I guess that's all I have to tell about my history with blogging. Let's talk about the (evolution of) content next.

* * *

And boy, have I talked about a lot of things. And the initial years is something that I'd rather not really even talk about, anymore. It's like cringey Twitter. But how the blog has evolved since then, that we can talk about. Statistics-wise the first post was made a little over 15 years ago, and since then 79 other posts have followed, including this one. For a nice round total of 80 posts.

But I guess for completeness's sake I do have to address all the content. Like I mentioned above, the blog started out as something to allow me to have my own voice. At the time I wasn't (and still isn't) very social, so writing was an exciting opportunity to comment on things I had interest on: my beginner programmer stuff and other experiments with computers. Especially programming stuff, since I had very limited opportunities to talk about it otherwise. And I guess I can't deny the fact that having a blog was cool, as not too many people had one! I was hipster before you even knew it was a thing!

It also didn't take long for me to switch the language from Finnish to English. Because if I bothered to write about things, why not write about things in a language that maximized the potential audience with minimal cost?

After a time I also began experimenting with voicing some of my other experiences; how I was doing in the physical world, and after quite a bit of hesitation even about taste-testing meads. But talking about myself always felt strange, still. It was a lot easier to just talk about concrete stuff, and preferably in a way which could perhaps benefit the random reader. Value! Not that many of the posts really were that way, but that was the idea.

And value is actually maybe the most important talking point here. The blog was (and still is) my very own corner of the world, and with the only rules being the ones I make (or break :o) myself. Now, writing this I realized that the blog is a lot more me representable of me than I knew.

The most controlling aspect is the stride for just not half-assing things, but doing them well. The early tweet-like posts are especially hilighted here, because they were low in effort, and with little thought put into them: just stating a thing. Contrast this to later posts where I not only state things, but also the thoughts behind them. And better yet, explaining the things in such a way that the reader is able to hopefully learn something tangible. For example the times I talked about procedural asteroid generation or WebRTC. Or even the post venting about the instability of InfluxDB has a real tangible command to rebuild the index in a non-standard, yet common enough case.

Or to put that in other words, to create value. Why would anyone want to read this blog if it was just me talking about myself, on a surface level? When I could feel like an VIP and be talking about things that could benefit people. I've never even tried to chase readership numbers, but it does feel awfully nice to see that some posts have had up to 500 views. For some strange reason.

But like in real life, there are the extremely rare cases where I realize that the only one stopping me is myself. Times when I get to post about tasting those meads, or how a video game hit me really hard. Though even all those posts are still subject to my strict requirements of avoiding the "air-headed" beginnings and having some real thought behind them. Especially those posts, it seems. And this one, to a point.

* * *

Did I mean to talk about summarizing past post? I'll keep it short, then. It's high time for this post to start giving out some value :d

  • 2006: Short posts about developing a primitive blogging system with PHP. First comments around Linux experimentation. First post about my game project, USG.
  • 2007: Mostly a continuation of the previous year. A one-off comment about tech news.
  • 2008: More short commentaries about dev stuff. Not many posts.
  • 2009: Like the previous year. A small side step about game consoles.
  • 2010: More dev stuff, first non-tech post. At this point the posts start to get more thought put into them.
  • 2011: Conscription makes me ponder my life's choices. And perhaps ending it. A rather special year, with most posts about non-tech stuff.
  • 2012: A rather busy year; the level of thought reaching a "steady-state" :d Guild Wars 2 is released.
  • 2013: USG, refreshed.
  • 2014: Value.
  • 2015: A lot more value. Life is Strange happens.
  • 2016: The special interest of web development returns,
  • 2017: A rather busy year again, it seems; focus split to the first season of the vlog. Only a single post, but summing up the whole year.
  • 2018: A rather busy year, once again. Again a single almost panicked post before the year is over.
  • 2019: Hey look, we're back to producing value! With an asterisk. The new normal. Also, I finally graduated.
  • 2020: The new normal continues.
  • 2021: And continues; focus is split to vlog's second season. Return to gamadev.
  • 2022: The year some scary life-changing stuff is likely to start happening. There's a good chance I'll blog about it, you know.

Talk about value! There's surpsisingly lot of it. And lots of other stuff too, indeed. See you again in 10 years I guess, for the 25th aniversary. A time that seem more distant than ever before.


VLOG season 2

OMG. I did it! …again?

I’m not sure if I’ve mentioned it here before, but I have a VLOG in finnish. A few years ago, I shot and edited eight episodes of me talking about what I’ve been doing, or what I’ve been cooking. I also made one special episode about some low-level serverless technology alternatives with C# and dynamic code compilation and execution, including syntax tree editing. I didn’t dare to publish any of these, but they exist.

Now I’ve began the second season, with more focus on technology. Perhaps gamedev. And this time it might just be good enough for public release! The format itself is still subject to evolution, but the two episodes I’ve so far completed serve as an introduction to the series and the reasons behind its existence.

Though, truth be told the first episode isn’t that good, and made me hesitate on the whole thing. Ultimately, I decided that I’d shoot an episode or two more, and if they are good enough, they could perhaps redeem the farce that is the first episode. I think it would be quite bad if the only episode available was the first one, and it was unbearable to watch. But if there’d also be some better episodes immediately available, the viewer could perhaps skip the first one and, and decide to like the series based on those later episodes :3

I’m now at the point where I have one better episode ready. Although even that starts a bit weary. But it gets better! Content-wise I’m still debating. So far, the series has been only about me, and isn’t really useful for anyone ­– unless they just want to get to know me better. That would be perfectly fine if I had a fanbase, but the case is completely the opposite, so I’m not sure why I’m bothering with this. But, as said, at least the episodes still have the purpose of laying the foundations for the episodes to follow, should someone want to invest (more of) their time in all this right now, or at a later date.

I’m also still not sure of the best way to present the auxiliary information about each episode. Not that anyone would really care. First of all, I have a short description of each video in YouTube’s video description field. That is fine. But I also have some ‘technical’ notes about the video there just in case; perhaps to deter some obvious commenters. Much of these notes are also duplicated on my own website, but not all. And vice-versa the site contains some notes not on the video description. I’d like to unify these somehow. I’d like to have as much information on my own site as possible, yet I feel like there should also be some on the video description for those obvious cases. But maintaining these two in sync is a pain, and they have each have their own purposes :( So what do?

But, anyway. Here’s the page for the new season. It goes a bit more in depth into the production of individual episodes. There's also the near-complete script available for each video if you just want a quick overview of the stuff. Then there's also those video links. Videos themselves are still unlisted, but the links are there D:

Imported texts from an Old blog

Stumbled upon some blog texts I had written during 2006-2007 to a custom blogging-software. Decided to import them here. Mostly Finnish texts, sorry. Just couldn't let them lie forgotten. Decided not to import comments, if that is even possible. Although there was more of them than here..

But it was bit of a fight, had to figure out the format used by blogger(it is atom extended with some custom fields) and generate that kind of file from my flatfile-db. Had to copy-paste attributes to feed, add generator-tag and the category kind#post -element to entries. That did it, and blogger imported my XML without a hitch.

Date format

Seems that I had forgotten to change the display language of this blog from Finnish to English. Fixed.

I also changed the date format to not include month name, but my preferred format(dd.mm.yyyy) can not be used if the language is English, so had to edit layout's code to pass the date to a javascript function for processing... Thanks blogger!

Migrating

I decided to move to blogger from simplephpblog mostly because of ease, hopefylly this is almost 'zero-conf'(no chmodding or other security tasks).

Following few days will mostly be used to migrate to blogger.com.

This will not include posts from 'blog v1'(10 to 20 posts) EDIT: Imported them finally, and it took only what, four years?

First post(once again)

Jos kaikki muutkin, niin miksi en minäkin:

Third blog, this time not made by myself, we'll see what will happen(nothing(only a few posts) happened last time, that's the problem).

Posts will come, if they shall, either in english(international) or in finnish(jotain ihan muuta).