Sydius

Professional projects

These are projects I worked on while at a company or for money, in roughly chronological order (most recent first).

Star Trek Online

Star Trek Online is a massively multiplayer online role-playing game set in the Star Trek science fiction universe. It was released by Cryptic Studios and Atari in February of 2010.

Champions Online

Champions Online is a superhero-themed massively multiplayer online role-playing game released by Cryptic Studios and Atari in September of 2009.

Apache 2.2 authentication module

Ported/cleaned up an Apache 1.3 authentication module to Apache 2.2. Written in C, included the use of semaphores and intraprocess shared memory. It authenticates visitors by querying a remote server and caches the result for a specified amount of time. Designed to be used on caching proxy servers at APLogics Technologies, Inc.

Apache 1.3 FLV streaming module

Created an Apache 1.3 module for streaming FLV files. Made in C while working for APLogics Technologies, Inc.

VERIPHI Payment System

Designed/implemented a distributed payment processing gateway used by e-commerce merchants. It processes thousands of credit card transactions each day, and was created while working for APLogics Technologies, Inc.

Helm

Developed an organizational suite to be used internally at Zeo. It tied into the Microsoft Accounting system directly to integrate job logs and job related notes, information, etc. Also acted as a bug-tracker. Not to be confused with the hosting management software.

Sundance Beach – e-commerce web site

Helped modify an installation of osCommerce to meet the demands of Sundance Beach, a small retail company in Santa Barabra. This was done while working at Zeo. I didn't design it, though, and left Zeo before it was finished.

Sundance Beach – synchronization suite

Designed, developed, and implemented a series of tools used to synchronize sales on their e-commerce web site with their installation of QuickBooks. This was done while working at Zeo.

GreenSplatt

Contributed to the development of an online web site for the management of lecture notes from educational institutions for students. This was done while working at Zeo.

Shira Oka: Second Chances

Shira Oka: Second Chances is a C++ romance game developed by Okashi Studios. Worked on the front-end portion of the game, including the user interface and rendering system.

Mountain America Jerky

My first web contract job. A simple site that sells jerky, for the father of a friend. I got paid partly with jerky, which I enjoyed.

Personal projects

Below are personal projects that I am involved with during my free time (or was).

Quest Log

State: In Development

Quest Log is a to-do list application that awards experience for completing tasks that contributes toward levels. Inspired by quests in role-playing games.

Odysi

Odysi is a simple C++ game I am developing with my girlfriend, who is doing the art. It is released under the GPL and is hosted at Google Code. Uses Lua as a scripting subsystem, Berkeley sockets for networking, and OpenGL for rendering. Intended to be cross-platform, but only compiles for Linux at the moment.

Syd's Model-View-Controller

State: Released

Syd's Model-View-Controller is a C++ MVC framework designed with games in mind. I consider it complete and working, though there is room for improvement. It is hosted at Google Code and is released under the GPL.

Cells

State: Released (no longer available)

Cells is a simple C++ virtual life simulation. It demonstrates genetic algorithms as the cells are born, live, reproduce, and die. They evolve to become plants, then herbivores, then carnivores, and evolve associated behaviour patterns (plants moving less and carnivores moving a lot) while also evolving distinct color patterns.

LowRez

An extremely simple and lightweight Lua-driven cross-platform game engine.

TSMC

State: Released (no longer available)

TSMC, or True-color Syd's Map Converter, was a program that could convert a true-color raw image into an Ultima Online map. Each pixel would represent a specific tile type (such as grass), and a separate gray-scale image was used for height. Discontinued and the source has been lost.

Ultima Offline eXperiment 3

State: Released

For a while, I contributed ever-so-slightly to the Ultima Offline eXperiment 3 project. It is an Ultima Online server emulator that is released under the GPL. I also made my own fork, but never used or released it, and the source has been lost.

Ultima Online texture editor

State: Released (no longer available)

One of my first, slightly-useful utilities. It allowed a person to paint on the Ultima Online ground tiles directly, with MS Paint-like controls. The source code has been lost for years, and far better tools were created by others since.

Tic-tac-toe

State: Unreleased

Created using C++ within a few hours, just to see if I could finish a game that quickly. Unbeatable on the most difficult setting, though you could of course tie. It used the Win32 API and OpenGL for rendering.

Crimson Caverns

State: Released (no longer available)

Crimson Caverns is a series of simple C++ text-adventure games I created one day, to prove to myself that I could. There were two releases, both for the Windows XP operating system. Altogether, I have spent less than 6 hours on them, but I consider them complete.

Personal projects (unfinished and abandoned)

Below are personal projects that I abandoned before finishing.

Guild 2 wiki

I maintained a Guild 2 wiki for a while before shutting it down due to lack of use. Guild 2 is a medieval role-playing and strategy game that seemed under-represented on the web.

MUD

I am working on a (yet unnamed) text-based MUD. This is to help me prepare and practice for Odysi, especially with the database and networking aspects.

Unnamed artificial life simulator

An artificial life simulator, similar to Cells, but with insects. They would roam around, looking for food to eat, and had basic artificial neural networks. It ran slowly, and the source code has been lost so the project is discontinued. Cells is a reincarnation of it.

Unnamed MMORPG

Before I got my job at Okashi Studios, I was working on an unnamed MMORPG that was 3D. You could log in, walk around a simple world, and chat with other players, but that was it.

Copyright © 2009, 2010 Christopher Allen Ogden