Tuesday, November 11, 2025

Command Wiki: Backend Development

 All Posts Tagged: Command Wiki 

The elephant in the room is the plan for backend development.

This is a strange question in the real world, because I don't know how invested I am personally going to be in this project. I tend to write the ideal situation, but in reality could actually fall back quite a bit, to the closest thing I can do at a given time.

Of course falling back to different technologies is terrible, because it does not create an application that could serve as a foundation towards the more ideal one.

Sunday, November 9, 2025

Command Wiki: Personal Development Intentions

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If I personally start this project, it will definitely have to go through one or two iterations of experimental development first, so I can learn the ropes. The full version of this application is too large a project for one individual to develop. I will have to see how it pans out personally.

I am not upset by people trying to build something like this. My advice is to not do it yourself if you are not actually in love with the idea itself, as opposed to seeing a way to charge for plugins or chop the application up.

Messages can be sent to this blog to consult about its ideas if so desired. I am trying to make enough sense about it to transmit its vision.

Command Wiki: High Level Structure

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"High Level Structure" could also be read, "High Layer Structure". It is about the expression of data structures that is made possible at the UX layer. It is specifically about how the application's users can create things at the frontend, as opposed to low layer backend programming code of the application. 

This is inclusive of:
  • GUI UX tools
  • Text-based syntax coding and markup UX
  • Abstract models / logic models / relationship models

The concept of this high level structure is to provide basic means to creating more emergent complexity from it. It's about using these tools to provide the maximum amount of practical usability within the confines of non-professional level coding. These tools include GUI tools, markup syntax, coding syntax, and pre-configured models of abstract data representations.

Friday, October 31, 2025

Command Wiki: Daily Driving and Plugins

 All Posts Tagged: Command Wiki 

As a natural consequence to fulfilling its educational objectives, this application would also be good at serving as a daily driver. There will always be new and old information that remains on the periphery of users' minds, and there will always be new things to learn in the future.

Having the ability to serve as a way to connect knowledge with implementing the knowledge is like note taking, but it becomes something of a different animal as a whole. It's more multi-purpose than note taking.

Sunday, October 26, 2025

Terminal Command and Scripting Wiki

 All Posts Tagged: Command Wiki 

3 stages of learning are:

  1. mimicking and memorization
  2. static perceived understanding and memorization with awkward dynamism
  3. working dynamic understanding with owned knowledge and context.

(1. Child 2. Teenager 3. Adult)

This description of learning stages are major in the process of going from child to adult, but they are still very descriptive of adult learning, especially when learning very new or alien skillsets.

Almost zero software applications are built to transition users between these phases of learning.

Monday, November 18, 2024

Common Sense Thoughts About Realtime Voxel Engine

Again, "realtime" is being used in the sense as in "RTS" games, where a whole map of gameplay events in an RTS game are occurring in synchronized realtime.

Management and Participation are a Timeshare


In contrast to past RTS games, or RPG games, these mixed games can be very different in that players can be managing things instantly over the entire game, but also participating in RPG style activities in first person.

Thursday, November 14, 2024

A Voxel Creation Engine for Realtime Games

An updated take on the potential of undertaking the Antock voxel game.

RPG-style 1st-Person with RTS-style Realtime

Yes, "realtime" in this case is a comparison to the gameplay style of an RTS game. "3D" and "1st-person" are being used to compare to the gameplay style in a "1st-person RPG." 

Thursday, October 1, 2020

Yet Another Next Level Desktop Environment

Various thoughts on a desktop environment concept.

Wednesday, September 30, 2020

More on Next-Level Desktop Environment

Various thoughts on a desktop environment concept.

Friday, September 25, 2020

Next-Level Desktop Environment

Various thoughts on a desktop environment concept.

Sunday, August 16, 2020

Antock A.I. Sandbox

This is a graphical interface technique for Antock players to alter and create NPC A.I.

The design is up in the air as of yet, as there are many considerations to work around in order to produce something that is aptly fluid, scalable, and appealing.

A vein of the game itself will need to guide the player from simple to complex NPC modification, and provide a bank of pre-built A.I. examples to modify.

Of course, the term "A.I." is not being used in the same sense as the modern buzzword, but in terms of the older gaming sense of NPC decision making.

Approximate Stages of Player Development


The player:
  1. Starts with simple and guided alterations of existing graphical A.I. models
  2. Dissects larger functions into smaller and more detailed and layered instructions
  3. Adds on entirely new functions from a bank of options
  4. Saves portions of custom A.I. instructions to the player's bank, that can be re-combined and re-ordered
  5. Completely rebuilds entire NPC A.I
  6. (Maybe) Graduates to full fledged programming features


Sunday, July 26, 2020

Antock Difficult Features

Antock will have low resolution graphics just like Minecraft has had so far.

However the game will make up for that simplicity by having other advanced features that few other games attempt to combine into one game.

Friday, July 17, 2020

Antock vs Minecraft Shock and Horror

I experienced lag in Minecraft, for creating a farm with hundreds of chickens and cows. I thought, "Why? . . . Isn't 8 cores sufficient for this? . . . . It's almost like this is only using one or two threads."

Saturday, July 11, 2020

Antock vs Minecraft

Antock began as a series of ideas for Minecraft extensions. However, after thinking about holistic game design, trying to influence a large corporation, and existing branding, it makes the most sense to rethink a whole new IP for a voxel game.

Luckily, there is room to do so as few real voxel games have emerged after Minecraft.

Friday, July 10, 2020

Antock

Antock is a flat world inhabited by ant people. It is in a dimension where everything is made of voxels.

Antock is visited by alien human people who might have inhabited Antock at one point.

Wednesday, July 8, 2020

Standard Wiki Next Feature: Static Drilldown Menus

Static drilldown menu is not an official term, but it is self explanatory for a very simple and convenient feature. The application would be able to take static lists, and then show them as a drilldown menu. It is useful in order to progressively make seletion, and then change options as the user makes more selections. This would come in handy for forseably repeated decision making processes.

The idea is that this could be done without a dynamic database. Data could be taken from single tables in the wiki, or in static files that the developer could create without the requirements of SQL.

This feature should be usable only requiring straight and to-the-point syntax.

Saturday, May 23, 2020

Baremetal Hypervisor for Home Computers

The idea is a Linux distribution for a hypervisor for desktop machines, but where all daily driver desktop features are done through virtual machines. The specific challenge is in high levels of efficciency for hardware passthrough.

Monday, February 3, 2020

Mech Storm

Open source modular mech combat game.

(To be developed in Godot 4.x)




Monday, January 13, 2020

Minecraft Next: Forum Thread Post

This is simply to post a thread I created on a Minecraft suggestions forum linked here.
  • This is a crucially interwoven layer of features.
  • These features create new highly generalized and extensible modes of game-play.
  • Although it is a major programming endeavor, the featureset is optimally plausible in proportion to the creative possibilities it enables.
  • Usage scenarios are very sensible.
  • Features are all opt-in.
  • The user develops at his/her own pace.
  • The learning curve is low-risk, and quickly returns on investment to be rewarding
  • Yet the featureset can scale into being extremely detailed and empowering.

Saturday, January 11, 2020

Minecraft Next


This is an idea for a set of major features that would greatly enhance Minecraft.

The features could sell as one more multiple major game extensions on top of the original game. These are major, but they weave together into a general game concept that works as a whole. Plus, it could make a lot of money.