gaming (3)

Space Editor 0.8.2 released

Another day another release….


I noticed this morning that I’m not handling the player character very well. If you’re piloting a ship when you save, then load that save into SpaceEditor, then save… it loses the player character, and corrupts the save. Not very useful. So, my longterm goal (ie: in the next day or so) is to properly handle the player character, and let you pick a ship to control, or dump him (you) in the depths of space as you see fit. For now however, this release just refuses to load a save if you’re piloting a ship.

Also, I’ve made the treeview a bit nicer (changed the entity IDs to useful names like ‘Big Ship’ etc) and added a ‘delete’ button (by popular request).


SpaceEditor Released

(I’ve since released a newer version of this software, which you can find here)

Just a quick post about a project I’ve been working on over the weekend: SpaceEditor.


This is a basic savegame editor for the really rather excellent ‘Space Engineers’ (which you can find on steam here:

The game itself is a bit basic at the moment, it’s still in ‘early Alpha’ stage, so there’s not actually a great deal to do other than build ships and crash them into things. One thing that’s conspicuously missing at the moment is the ability to save / load your creations. You can save a whole ‘world’, but extracting your design from that world just isn’t enabled…yet.

That’s what this tool is aimed at. The current feature set is:

Load a save game (you need to browse to the ‘ file in your savegame folder)
Export any ships from that game into files (Make sure you have a ship entity selected in the tree before you press this!)
Import ship files back into a save game
clone a ship within the world (again, you have to have a ship entity selected!)

And it lets you do stuff like this:


I’ll be open sourcing the project as soon as I’ve tidied it up, but for now you can grab the executable here:

*UPDATE* check here for the latest version:

WARNING: this should be considered even more pre-alpha than the game itself. If it completely mangles that ship you just spent 3 days building, don’t say I didn’t warn you. Because I did. Just now.

Edit: New version released, this should be much quicker at loading…. I’ve updated the download link.

Steam Box: Moving Linux to the mainstream?

  • March 9, 2012
  • gaming

So, many of you have probably heard the rumours that Valve is going to launch some kind of hardware reference platform for the PC based mostly on this interview that Gabe Newell gave to penny-arcade in which he stated:

“Well, if we have to sell hardware we will. We have no reason to believe we’re any good at it, it’s more we think that we need to continue to have innovation and if the only way to get these kind of projects started is by us going and developing and selling the hardware directly then that’s what we’ll do.”

Ars-technica has a report on the rumours here

However, if you go back and read the PA interview again, you’ll notice one of the things Gabe talks about repeatedly is producing an open platform.  Which got me thinking…

What if Valve is planning to release a Steam box that runs Linux?

Now, the immediate response is why?  What games would run on it.  Then you find this recent job posting for a software engineer over at Valve.  Notice one of the responsibilities is:

“Port Windows-based games to the Linux platform.”

And suddenly it doesn’t seem that far fetched.  Imagine what a game changer someone like valve launching a linux based, reference hardware platform would be?  Suddenly game studios have a reaosn to develop games on linux.  The stable state of the reference platfoirm means there’s no messing around with drivers or any of the other complexities that Linux tends to be plagued with, and Linux becomes a valid gaming platform overnight.

Remember, you read it here first!