What is this Docker Nonsense?


This last week I’ve been working on getting Drupal running through NGINX so I can test out a page builder feature. I was getting a weird error with the dev-server built into PHP.

I didn’t want to have NGINX running on Windows, so I spun up a VM. Setting up an environment can be time consuming and sharing content between host and client is a bit of a pain.

The last two weeks has had a theme: environment/tools setup. So my mind has been on “how do we improve this process?”

Documenting the process helped a little, but it is still a time consuming process. It also seems like there’s always some new gotchas that eat up time. If only there was a way to automate this…

Here is where Docker enters the picture and where it’s suppose to shine. We can create a group of containers that run a web server, database, and other needed services. This setup can be shared across workstations so we maintain a consistent work environment. We can also use Docker in production too with Amazon’s ECS (Elastic Container Service).

It sounds like a smart move and everyone is on board.

Great, now let’s tear down this idea and look at use cases and scenarios, starting with security.

But in order to feel out security we need to know what Docker is. That can be a little confusing. To be honest, I’m still a bit fuzzy.

My understanding is a Docker container is a very thin layer that can have libs and executables. When you run the container the processes run in their own isolated namespaces.

This diagram is the most helpful of everything I’ve come across.

Regularly Scheduled Maintenance


For about the past year I’ve been putting my time towards planning and managing projects and less time with implementation.

I was stubborn in accepting I didn’t have enough time to both manage and code. I learned the hard way.

I tried to code out a complex solution that ended up taking a long time to finish, because I kept getting pulled away. After that, I focused more on coaching. Guiding my developers to make good decisions has become a more effective use of our time.

One challenge with this approach is my coding skills are becoming a little rusty. My memory of higher level design is fine, but my familiarity with the code base and specific implementation has started to become fuzzy.

Another challenge is keeping up to speed on new features that come out for languages and frameworks. Last year I had an instance that caused a little conflict when I wasn’t familiar with with some new React features that had been announced the year before.

There is a question I’m hoping to get an answer for this year; is it possible to be a technical lead and a manager?

I’ve heard of positions that are both, but my personal experience has shown me it’s difficult and probably best there’s a separation of the two.

Regardless of if I hold on to those responsibilities or not, I want to keep my skills up to date. And that requires some routine maintenance.

I think it’s best to focus on one area at a time, which has me a little torn. Do I put that attention on work or hobby? That’s a topic to delve into more in another post. For now, I’m going to side with work and explore Drupal more.

I was tempted to say Drupal and React, but I need to limit myself to reasonable goals.

Putting in any time to perform any maintenance is an improvement over the past two months.

My target is to get Drupal setup in an environment to test out the layout builder and see how their database schema is structured.

Wish me luck!

A* Pathfinding In Game


I wrote a post on implementing a simple A* Pathfinding algorithm a couple months ago. When I went to add it to my game I ran into some interesting differences I wanted to write an update on.

Here is the algorithm working on my game server. Both player and NPC are red blocks. When the player is within viewable range of the NPC, the NPC will start chasing it.

The pathfinding algorithm allows the NPC to maneuver around blocked tiles.

Coordinate to Tile Mapping

One thing I discovered while incorporating it into my game was my simple example had a 1:1 coordinates to tile ratio. Coordinates 0,0 was the first tile, and 0,1 was the second tile. When tiles were 16×16 pixels, the coordinate to index mapping broke.

To address this, I needed to pass  map width and map height in tiles, as well as the tile size so it was known when a new row started and the bounds of the map.

I did this by creating a map struct that contained the width, height, size, and pointer to the tile vector.

struct GameMap {
	GameMap() {}
	GameMap(int _map_width, int _map_height, int _tile_size, std::vector<unsigned int>* _tiles) : map_width(_map_width), map_height(_map_height), tile_size(_tile_size), tiles(_tiles) {}
	int map_width = 0;
	int map_height = 0;
	int tile_size = 0;
	std::vector<unsigned int>* tiles;
};

Metroid: Samus Returns


Metroid II is one of the most memorable titles for me on the Gameboy. The game play, aesthetic, and soundtrack  are really good and create an immersive experience.

I remember being sucked into the alien world. The sounds and environment were strange and mysterious.

One memory that sticks with me is after defeating a metroid, sometimes the soundtrack/sound effects would change, giving the impression that my actions had somehow changed something, and adding to the suspense of what would happen next.

In all, this was a game that fully immersed me, encouraging me to explore and take my time, instead of trying to just get through each level. Investing the effort to solve puzzles was well worth it and gave a bit of an edge against the next baddie.

In 2017 Metroid: Samus Returns was released. This is a remake of Metroid II that sticks to the core of what made the classic, while bringing it up to modern times with some quality of life improvements and additional changes. It’s different, yet unmistakably Samus Returns.

October Development Progress


This is the first of my weekly reviews. I’m starting this to help keep track of what I’m doing and and to set forward goals.

The past two weeks have been a mix of new and old projects, including business-oriented project planning web applications, a World of Warcraft data sync, and two game development projects.

Asana Features

I use Asana to manage my teams tasks. Asana is very simple and flexible, but is missing some features we need to keep track of our sprints and better organize our tasks and Kanban board.

Sprint Reporting

One of these missing features is a burndown chart based off of effort estimation. I’ve been building out our own burndown chart in an Electron app using Google Charts to display the statistics and feeding in the task data from Asana using their API. At this time I’ve got the chart but also a break out of the effort we’ve committed and the effort we’ve knocked out.

This has already proven to be really helpful, as we now have an easy way to track our progress and see the sum of effort completed at the end of the week.

Asana Bot

Asana supports custom fields, but doesn’t allow us to make them required. Requiring the effort estimation for a new task would be ideal. In addition there are a few other events where I would want additional info provided, such as when a task is labeled as blocked, a due date is passed, or a new task is added to the sprint.

To solve these problems, I’m building out a Slack chat bot using the Botkit framework. So far I’ve been learning the ropes of what the chat bot can do and building out the groundwork.