This page contains samples of my most recent (the last year) programming work. All samples are either in VC6 or VB5.
Permutation IDE
Rev16:16 UI
PseudoReality Creator (editing envionment for ALTAR: Genesis)
Tug-Tsaloi: Emminent Struggle UI
ActiveVB5 Tools

Permutation IDE
The Permutation IDE is being developed for the Permutation MOOPL (Modular Object Oriented Programming Language) compiler, which is being developed by a graduating student at the University of Washington as part of a senior Computer Science project. The IDE consists of three main segments: an Editor where all of the code writing, editing, and monitoring takes place; a Code Analyzer which analyzes the code and breaks it down syntactically and semantically into its respective Permutation MOOPL components; and a Packager which creates a cabinet archive to store a complete project and enables the programmer to pseudo-compile the code into an intermediate for to be interpreted and fully compiled by the Permutation MOOPL compiler. You may download the current Alpha1 version which implements both the Editor and the Code Analyzer - the Packager is currently experiencing some problems, but the new (complete) version should be up in about a week. The permutation.zip file contains the project code, permutation.p (Permutation MOOPL syntax definition) and pedit.exe (main executable). It is also recommended that you download the objects.zip (place in the \objects\ folder of the directory) which contains sample code objects, as well as imports.zip (place in the \import\ folder of the directory) which contains sample import files which add extensibility to the Permutation language.
Download permutation.zip
Download
objects.zip
Download
imports.zip

Rev16:16 User Interface (UI)
This is the User Interface application for the Rev16:16 game project. It serves as main menu and operations center for the entire game. For more information on Rev16:16, please visit the Rev16:16 home page. You may download the Rev16:16 UI in zip format here.

PseudoReality Creator
I developed PseudoReality Creator (PRC) as the primary multimedia editing environment for the ALTAR: Genesis game project at Deliverance, Ltd. (the software rights have since been bought by Pinhead Soft.) PRC was developed in four major sections: the Engine, PRScript, the IDE and the Test Platform.
PRC's Engine is the heart and soul of the editor. Acting as a stand-in game engine, the Engine handles 80% of all the processing in the editor, including all graphic and multimedia output as well as back-end database management of the game project. Engine was developed in tandem with ALTAR: Genesis's primary engine, drawing on the same low-level graphic and multimedia resources written by Greg Thompson at Pinhead. A couple significant differences (and plusses) are the face that Engine has both a runtime and DESIGN-TIME mode for developement and debugging, as well as having a built-in (but not exclusive) console engine that allows the developer direct acces to the Engine's inner workings at runtime. PRC's Engine has since been slated to replace the older engine in the next evolution of the ALTAR series.
PRScript is the scripting engine used by the Engine to allow the developer to customize the graphic output and handle events generated by the Engine. The scripting language itself is a rather straight-forward procedural language that derives directly from the user-generated events in the UI. ALTAR: Genesis implements the PRScript engine in its game engine as well.
The IDE draws together all the PRC components into a cohesive editing environment for game development. A project manager, graphic/video/sound ediotr, a script editor, and a runtime environment allow the developer to create, update and maintain a game project from start to finish. An intuitive and consistent UI create a smooth environment that give the developer the ability to quickly and easily do the necessary work. Also, a built-in plugin architecture, called Extensions, is provided in the IDE. Any developer may use VB5/6 and the Extension SDK to create a plugin that exposes the PRC's inner mechanisms and events, allowing extensibility and customization of both the graphic/multimedia output via Engine/PRScript as well as the IDE itself.

A Test Platform has also been included in the PRC component group as a sample implementation of the Engine/PRScript components and data architecture. The Test Platform serves two purposes: to allow the developer to test the game project on a stable, but realistic implementation of the Engine as it would be in a user's runtime environment; also to be a template on which to build the game's true implementation and UI on. Source for the Test Platform is available for download separately.

Two main databasing systems were used in this project. The Engine and IDE use a Microsoft Access-style database, using ADO and DAO to maintain and transmit data from back-end Engine to front-end UI. PRScript uses a BSP-style dynamic database during editing and design-time modes, and a flat-BSP database after compiling and in runtime mode.

You may

Tug-Tsaloi: Emminent Struggle
This is the User Interface application for the 'Tug-Tsaloi: Emminent Struggle' (TTES) game project. It serves as main menu and operations center for the entire game. For more information on TTES, please visit the TTES home page. You may download the TTES UI in zip format here.

ActiveVB5 Tools
ActiveVB5 Tools is a set of ActiveX components that I developed last year to meet the development need to integrate the growing use of 'ActiveUI' technology, found in such apps as MS Office98 and MSIE. ActiveUI allows a developer to create a UI with greater information-precision layout, where the user has no need to guess where they are in the software's environment.

This release includes the following controls: ActiveButton, ActiveMenu, MenuButton, ActiveContainer, ActiveSpacer, ActiveToolbar, ComponentWizard, GradientTitle, and vbFrame. The active interface offers active buttons, menus, and drop-down buttons. The ActiveContainer control allows you to add docked forms to MDI forms--similar to VB 5.0's toolbox. The ComponentWizard control allows you to access ActiveX component info on the target computer system, utilizing an interface similar to the Components dialog in VB 5.0. The GradientTitle control implements gradient-filled title bars. The vbFrame control allows you to create framed applications in the style of Microsoft Outlook and Microsoft Project. This version fixes some bugs and includes improved support for Windows 98 and Visual Basic 6.0.

This software has also been reviewed, and is currently being sold in partnership with VBXtras . Please take the time to check out VBXtras' review of ActiveVB5 Tools here.

ActiveVB5 Tools is available for download here as well. If you have any questions or comments regarding this software, please contact me.