Neo4j and SQL Server 2008 R2

Lately, I've been researching graph databases (NOSQL) as an alternative to traditional relational databases. The performance increase from a graph database compared to a relational database is phenomenal. To get my website rolling, I'm planning on using SQL Server 2008 R2 with the Microsoft Entity Framework. Once the data models are in place, I can then work on writing a SQL to graph database server application for migrating my data model into a graph database. There are several .NET libraries available for interfacing with Neo4j's REST API and the data migration should be trivial. My database migration tool will consist of using the Entity Framework to connect to SQL Server 2008 R2 and one of the .NET frameworks for manipulating Neo4j's REST API. I'll continue to post updates as they become available.

Qt Cross Platform Notification System

25. March 2012 16:30 by Cameron in C++, Qt  //  Tags: , , , , ,   //   Comments

I've been working on a cross-platform notification system built on Qt which is modeled after Mac OS X's Growl notification system. This is for use in a project that I'm currently working on. You may view the source code here: https://github.com/pcmantinker/Tray-Notification-System

I am still playing around with the window flags for the notification system as sometimes when a new notification is shown, within the Windows operating system, it steals focus from full screen applications. If you have any suggestions, feel free to let me know in the comments. Also, feel free to fork my repository and contribute to the code base if you're interested.

Unity 3D Game Project

5. March 2012 13:11 by Cameron in Programming  //  Tags: , , , , , , , ,   //   Comments

This semester, at Louisiana State University, I'm taking a video game design class and our goal is to make a 3D stereoscopic game using the Unity 3D engine. I'm working with a group of students from the University of Illinois at Chicago and one other member from LSU. So far, it's proven to be a very interesting class. We've pitched our storyboard ideas in front of our peers and our professors to get a good sense of what we should do next. Ultimately, we decided on doing a hang gliding game influenced by the PilotWings series. I have always loved the Pilot Wings games and I can remember the hours of fun I used to have playing PilotWings for the SNES. Today, I have Pilot Wings Resort for the Nintendo 3DS and thoroughly enjoy the game play. Our game, while having some similarities to Pilot Wings, will be unique and have its own twist. We're still working out all of the logistics of the game play, but we have some good ideas thus far.

I've been focusing on simulating hang glider flight physics using Unity 3D's physics engine and later I will help with composing the soundtrack of the game. I've setup a prototype of the game where the player is positioned in the middle of a canyon and has the ability to tilt left and right as well as climb and descend. I'm still working on making the movement more fluid, but the basic concept of flight is represented in the prototype. My colleagues are working on randomizing the terrain and managing the world objects for powerups and obstacles.

Once we have a presentable prototype, it will be fun to compose the soundtrack for the game. I've been playing piano for the past 15 years and I love to compose my own music. Some of the songs I compose are strictly solo piano while others have multiple parts to add depth to the sound.

I will keep this blog updated as more progress is made on the game project front. I'll also be sure to upload some images of the prototype at some point.

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