Stuff & Nonsense

Dynamic proxy server in Node.js

Dynamic proxy server in Node.js

Recently I’ve been tinkering with an idea I call nodeploy, for which I needed a dynamic proxy server…. ie, one I could change the configuration of on the fly.  I looked at HaProxy and nginx, both of which offer very limited or overly complex functionality that kind of did what I needed, but not really… […]

piCraft source on github

piCraft source on github

Finally got round to releasing my (very rough / early) raspberry pi interface for minecraft on gitbhub. It’s still in a pre-pre-pre-alpha state, it’s just the sourcecode (although it runs in the development environment fine) so feel free to do what you want with it. You can see what picraft is / what you can […]

Magento: Image upload script

Magento: Image upload script

Hey all, been a long time since I posted anything since my job is keeping me pretty busy…. here’s something I implemented for prettylittlething.com that might come in useful for you. It’s a little script that basically scans a directory for images and, if it finds any, adds them to the relevant products. Images have […]

Magento: Sort search results by newest first

Magento: Sort search results by newest first

I recently (well, a few months ago) started working for online retail company prettylittlething.com.  Since then I’ve been getting back into the Magento way of doing things (along with managing their IT infrastructure… but that’s a whole other set of posts) and decided I might as well publish some of the minor tips and bits […]

Space Editor 2.0.1

Space Editor 2.0.1

I was going to stop making updates to this software, since the game itself now does much of what I set out to do… however, after some feedback on the forum thread (which is here by the way) I decided to carry on adding features etc. So, I’ve added: Moving entities Deleting Entities Regenerating entity […]

Space Editor 2.0.0

Space Editor 2.0.0

Major update today… You’ll notice some functionality missing, but the important thing for this release is that the way I load / save data has been completely rewritten. I now use the same xml serialization libraries that the game itself uses…meaning that loading / saving is much, much quicker…and hopefully more stable. So, this version […]