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	<title>Customprojects.NET</title>
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	<link>http://customprojects.net</link>
	<description>Portfolio Site</description>
	<pubDate>Fri, 03 Sep 2010 07:17:36 +0000</pubDate>
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		<title>Crawling</title>
		<link>http://customprojects.net/?p=133</link>
		<comments>http://customprojects.net/?p=133#comments</comments>
		<pubDate>Fri, 03 Sep 2010 07:17:36 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=133</guid>
		<description><![CDATA[Finally up an running with silverlight, LINQ, and web services.  I would consider this the crawling stage of the project OneWorld

]]></description>
			<content:encoded><![CDATA[<p>Finally up an running with silverlight, LINQ, and web services.  I would consider this the crawling stage of the project OneWorld<br />
<img src="http://customprojects.net/wp-content/uploads/2010/09/crawl-300x296.png" alt="crawl" title="crawl" width="300" height="296" class="alignleft size-medium wp-image-134" /></p>
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		<title>One World</title>
		<link>http://customprojects.net/?p=129</link>
		<comments>http://customprojects.net/?p=129#comments</comments>
		<pubDate>Thu, 26 Aug 2010 07:05:32 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=129</guid>
		<description><![CDATA[Silverlight multiplayer casual game&#8230; In the works. More details to come.
]]></description>
			<content:encoded><![CDATA[<p>Silverlight multiplayer casual game&#8230; In the works. More details to come.<br />
<div id="attachment_130" class="wp-caption alignleft" style="width: 160px"><img src="http://customprojects.net/wp-content/uploads/2010/08/untitled-150x150.png" alt="OneWorld" title="OneWorld Day 2" width="150" height="150" class="size-thumbnail wp-image-130" /><p class="wp-caption-text">OneWorld</p></div></p>
]]></content:encoded>
			<wfw:commentRss>http://customprojects.net/?feed=rss2&amp;p=129</wfw:commentRss>
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		<item>
		<title>Gray Matter</title>
		<link>http://customprojects.net/?p=127</link>
		<comments>http://customprojects.net/?p=127#comments</comments>
		<pubDate>Tue, 07 Jul 2009 17:59:13 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=127</guid>
		<description><![CDATA[I do not know if the Gray matter gets used too much or not but I think it is appropriate for this discussion. So there are many interesting things I discuss everyday in my job. I would love to bring those discussions public and get public feedback on them however they are trade secret, and [...]]]></description>
			<content:encoded><![CDATA[<p>I do not know if the Gray matter gets used too much or not but I think it is appropriate for this discussion. So there are many interesting things I discuss everyday in my job. I would love to bring those discussions public and get public feedback on them however they are trade secret, and thus will remain private. Some interesting questions are can I talk about the topic but not the details. I think I will play it on the safe side and not mention any of it. However I did have an interesting off work discussion with a co-worker the other day and I am curious to see what others think about this. I know this is off of my normal developer tangents however it is related as this is where the industry is heading / already a part of.<br />
The questions I would like to open for discussion are, what makes user generated content so popular? Why is it accepted is all its forms? Where is it not accepted? What tools are people using to assist in making user generated content, what tools work well, what ones not so well? It doesn’t matter the content, whether it be music, animation, art. I am interested in what works in this area? How much assistance needs to be given before it becomes a self sustaining system?</p>
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		<title>Updates</title>
		<link>http://customprojects.net/?p=124</link>
		<comments>http://customprojects.net/?p=124#comments</comments>
		<pubDate>Thu, 18 Jun 2009 06:18:04 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=124</guid>
		<description><![CDATA[Okay things are starting to calm down and I am starting to get into a pattern of things. So I will go back to working on this site and posting about my works.
An update on whats been happening. Finished my masters thesis. Yay!!!! If you want to know more information or specifics about any part [...]]]></description>
			<content:encoded><![CDATA[<p>Okay things are starting to calm down and I am starting to get into a pattern of things. So I will go back to working on this site and posting about my works.<br />
An update on whats been happening. Finished my masters thesis. Yay!!!! If you want to know more information or specifics about any part of the thesis please feel free to comment or shoot me an email I will attempt to reply as soon as possible.<br />
I took a road trip cross country and moved from one coast to the other. Now I am in Washington working on the Xbox in Redmond.  However I still have very few things setup in my apartment. When I officially get internet I plan on posting my neural network writeup, networking writeup and maybe some other write ups.<br />
Again if anyone reading this wants to know specifics or pick my brain about what I know feel free to leave questions, or topic areas. I will do my best to do some research and post my findings and opinions. </p>
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		<item>
		<title>Neural Network &#038; Decision Trees</title>
		<link>http://customprojects.net/?p=122</link>
		<comments>http://customprojects.net/?p=122#comments</comments>
		<pubDate>Mon, 11 May 2009 16:20:32 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=122</guid>
		<description><![CDATA[I know it has been a while since my last post but I have been busy with working on this project complaining that Demigod has terrible networking, and I do not even start talking about the AI. So I will discuss what I have done instead. Over the weekend I fully implemented a neural network [...]]]></description>
			<content:encoded><![CDATA[<p>I know it has been a while since my last post but I have been busy with working on this project complaining that Demigod has terrible networking, and I do not even start talking about the AI. So I will discuss what I have done instead. Over the weekend I fully implemented a neural network into our game that looks at the influence map as a unit spawns, moves, and dies. It will then tell the NPC what decision tree it should use. The trees the network has to decide from are Aggressive and Cooperative, Aggressive and Solo, Defensive and Cooperative, or Defensive and Solo. These trees are being developed and implemented by another member of the team.<br />
In the game as a unit dies a heuristic determines how the tree should change and this becomes the expected output for the neural network. The network then gets a training iteration on this expected output.<br />
If a NPC kills a unit another heuristic gets run on the tree the NPC currently has and trains the network based on the expected outcome.  To test the adaptation of the network I have a few test trees in the game currently. I start the game and seed the neural network to run that gives me an expected output that represents a sit and do nothing tree. I know this is not one of the ones mentioned above but it is for testing.<br />
So the units on my team just sit there and play cannon fodder.  They do a really good job of this, as a few of them die the team learns that this is not the best strategy.  With some fancy output I can see that the units gradually learn to not use that tree when surrounded by enemies instead use the attack solo tree.  As they kill a few units they learn that others around them are doing the same thing and they use the attack regroup tree.<br />
With these half implemented trees and my testing tree this provides a unique experience each time the game is run. The teams adapt to becoming aggressive really fast. I will continue to work on the heuristic to take the player into account and balance between defending the player and attacking the enemy.</p>
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		<title>Networking</title>
		<link>http://customprojects.net/?p=114</link>
		<comments>http://customprojects.net/?p=114#comments</comments>
		<pubDate>Sun, 12 Apr 2009 21:46:43 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=114</guid>
		<description><![CDATA[I have built a networking library that allows for threaded / non-threaded UDP / TCP connections. This library is fast stable and creates / destroys zero memory runtime. I am excited about this for our game as it will provide the foundation for communicating between multiple clients. I setup a test client that connected via [...]]]></description>
			<content:encoded><![CDATA[<p>I have built a networking library that allows for threaded / non-threaded UDP / TCP connections. This library is fast stable and creates / destroys zero memory runtime. I am excited about this for our game as it will provide the foundation for communicating between multiple clients. I setup a test client that connected via udp to 255.255.255.255 (broadcast) that allows me and the other developers to chat with each other via the in game console. Yes a little side tracked from developing the game but a neat prototype that is entertaining for all. </p>
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		<item>
		<title>Recent Developments</title>
		<link>http://customprojects.net/?p=110</link>
		<comments>http://customprojects.net/?p=110#comments</comments>
		<pubDate>Sun, 12 Apr 2009 00:53:08 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=110</guid>
		<description><![CDATA[So it has been a while since my last post. Ok so I have helped many people with this and I still have a hard time understanding what is so hard about it. This that I am talking about is screen picking bring mouse coordinates to world coordinates. For our game we use the mouse [...]]]></description>
			<content:encoded><![CDATA[<p>So it has been a while since my last post. Ok so I have helped many people with this and I still have a hard time understanding what is so hard about it. This that I am talking about is screen picking bring mouse coordinates to world coordinates. For our game we use the mouse to aim the turret of the tank. To do this as a prototype we use project and unproject methods</p>

<div class="wp_syntax"><div class="code"><pre class="c" style="font-family:monospace;">&nbsp;
<span style="color: #666666; font-style: italic;">//note I use project and unproject here as an example of how to use each and what you can do with them there are other alternative ways to do this.</span>
<span style="color: #666666; font-style: italic;">//X and Y are normalized screen cords of the mouse we bring them back in to screen cords to </span>
WindowRectangle rec <span style="color: #339933;">=</span> <span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">-&gt;</span>GetWindowRect<span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
	x <span style="color: #339933;">*=</span> rec.<span style="color: #202020;">width</span><span style="color: #339933;">;</span>
	y <span style="color: #339933;">*=</span> rec.<span style="color: #202020;">height</span><span style="color: #339933;">;</span>
&nbsp;
	D3DXMATRIX ident<span style="color: #339933;">;</span>
	D3DXMATRIXIdentity<span style="color: #009900;">&#40;</span><span style="color: #339933;">&amp;</span>ident<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
	D3DXVECTOR3 out<span style="color: #339933;">;</span>
	D3DXVec3Project<span style="color: #009900;">&#40;</span><span style="color: #339933;">&amp;</span>out<span style="color: #339933;">,</span> tankPosition<span style="color: #339933;">,</span>gameViewPort<span style="color: #339933;">,</span>projectionMatrix<span style="color: #339933;">,</span>viewMatrix<span style="color: #339933;">,&amp;</span>ident<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
<span style="color: #666666; font-style: italic;">//screen x and y</span>
<span style="color: #666666; font-style: italic;">//z is the depth between the near clip plane and far clip plane</span>
	D3DXVECTOR3 mouseVecTank <span style="color: #339933;">=</span> D3DXVECTOR3<span style="color: #009900;">&#40;</span>x<span style="color: #339933;">,</span> y<span style="color: #339933;">,</span> out.<span style="color: #202020;">z</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
	D3DXVECTOR3 mouseVecTankOut<span style="color: #339933;">;</span>
&nbsp;
&nbsp;
	D3DXVec3Unproject<span style="color: #009900;">&#40;</span><span style="color: #339933;">&amp;</span>mouseVecTankOut<span style="color: #339933;">,</span> <span style="color: #339933;">&amp;</span>mouseVecTank<span style="color: #339933;">,</span> gameViewPort<span style="color: #339933;">,</span> projectionMatrix<span style="color: #339933;">,</span> viewMatrix<span style="color: #339933;">,</span> <span style="color: #339933;">&amp;</span>ident<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
&nbsp;
&nbsp;
	<span style="color: #666666; font-style: italic;">//if im not mistaken this can be replaced by taking the dot product of the tank forward vector and the direction to the mouse and using the angle returned from that. That may be faster than doing atan2f</span>
&nbsp;
	D3DXVECTOR3 dir <span style="color: #339933;">=</span> mouseVecTankOut – tankWorldTranslation
	D3DXVec3Normalize<span style="color: #009900;">&#40;</span><span style="color: #339933;">&amp;</span>dir<span style="color: #339933;">,&amp;</span>dir<span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
	<span style="color: #993333;">Float</span> angleFromUnitToMouse <span style="color: #339933;">=</span> atan2f<span style="color: #009900;">&#40;</span>dir.<span style="color: #202020;">x</span><span style="color: #339933;">,</span>dir.<span style="color: #202020;">z</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span></pre></div></div>

<p>If you have any questions please feel free to leave a comment I will respond as soon as I notice them.<br />
<div id="attachment_109" class="wp-caption alignleft" style="width: 160px"><img src="http://customprojects.net/wp-content/uploads/2009/04/screen2-150x150.jpg" alt="Capstone: Terain" title="Terrain" width="150" height="150" class="size-thumbnail wp-image-109" /><p class="wp-caption-text">Capstone: Terain</p></div><br />
Another thing I worked on this week was adding support for multi-texturing into our model format. I export the texture and updated the UV to include a W that is the index of the texture to use in the texture array. I will post screen shots of this when we have models that take advantage of it. The final thing I worked on this week was adding an influence map to the game and getting it to render. The dots you see in the picture are the influence of various units placed around the map. The red dots are one team and the blue dots are the other team. </p>
<p>Oh I almost forgot, I made some updates to the input system to be optimized for fast input during game play, and to use windows settings for chatting and console settings. I am using a combination of direct input and windows messages to achieve this. </p>
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		<title>A Post of Post</title>
		<link>http://customprojects.net/?p=91</link>
		<comments>http://customprojects.net/?p=91#comments</comments>
		<pubDate>Mon, 06 Apr 2009 02:45:16 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=91</guid>
		<description><![CDATA[I know it has been several days since my last post. I have been rather busy and will tell you all about it here. Lets start with GDC 09 the conference went well. I talked with a lot of really amazing people. I handed out a few resumes and portfolio pages to those that were [...]]]></description>
			<content:encoded><![CDATA[<p>I know it has been several days since my last post. I have been rather busy and will tell you all about it here. Lets start with GDC 09 the conference went well. I talked with a lot of really amazing people. I handed out a few resumes and portfolio pages to those that were accepting it. I think the best experience I had talking with companies was valve.  The setup they had at GDC was very professional. They simply asked you to fill out a form then scheduled an appointment with a developer for you to sit and talk one on one with them. This was nice because it didn’t feel like you needed a secret password to talk to someone that was not a recruiter. No offence but often it is nice to get an inside look on the company. As I have found out doing research amongst game companies it is not only important that you are right for the company it is important that the company is also right for you. To find this out it helps to talk with someone who experiences it daily and has a role similar to the role you are applying for. The recruiters are great and they do their gate keeping job well. However sometimes it feels that they are too restrictive sometimes. I like to think that with my experience working for a start up game company, my two years masters program, and my offer from Microsoft that other companies would like to talk with me.  However it sometimes seemed all too hard to get by the gatekeeper to find out how the company functioned and if it fit my work style.<br />
Moving on, the next big news that happened at GDC was my offer from Microsoft working on the XBOX platform. This is something that excites me, while I would like to keep my options open for other interviews the companies I have talked with at GDC never got back to me or stated I was to “green”. This is okay as I am more than happy to be a part of the XBOX team.<br />
Finally coming back from GDC I have been working with GROME this is our level editing tool that we are using for our capstone project. I have been working on an exporter for this program while another team mate has been working on the importer into our game. I have the exporter successfully outputting object information, height map, shadow map, normals, and various texture mask to get the level to look and feel the same as it does in the editor.<br />
The other thing I have worked on this week was catching up on some commenting and optimizing my animation engine to animate four joints in less than .00001 of a second.  I have also tooled around with getting various animated meshes to be hardware instanced and in the end decided that for our project it is not something that needs to be implemented. </p>
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		<title>GDC 2009</title>
		<link>http://customprojects.net/?p=88</link>
		<comments>http://customprojects.net/?p=88#comments</comments>
		<pubDate>Fri, 20 Mar 2009 00:33:58 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=88</guid>
		<description><![CDATA[The crunch has come and gone. True to my way, I wanted to get this post out earlier but adjusted my priorities to get things prepared for my week long departure to San Francisco. Those things included getting animation to fully work in our game engine using the custom file format that I developed. I [...]]]></description>
			<content:encoded><![CDATA[<p>The crunch has come and gone. True to my way, I wanted to get this post out earlier but adjusted my priorities to get things prepared for my week long departure to San Francisco. Those things included getting animation to fully work in our game engine using the custom file format that I developed. I wanted this to work in our engine this week as other groups both graduate and undergraduate want to use my Maya exporter and C++ / C# importer to support animation and models in their 3D games. This excites me and, when I get back I plan on updating the code to extract the loader / animator to a library so future classes can continue to use my work. When I am ready to finalize the plug-in I will have it placed on the schools image so it will be on all computers in the gaming lab here at RIT.<br />
</br><br />
Other things I have done are to post my resume to this website and build a one sheet that represents some of the projects I have worked on in the past. The one sheet only contains three project screen shots and short descriptions of these projects. I plan to place this in a folder with my resume and business card to hand out to potential employers at GDC. I have been working with Matthew Bozarth to prepare this packet and could not have done it without his help. </p>
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		<title>Owned Lua or Me</title>
		<link>http://customprojects.net/?p=38</link>
		<comments>http://customprojects.net/?p=38#comments</comments>
		<pubDate>Mon, 16 Mar 2009 15:03:05 +0000</pubDate>
		<dc:creator>Joshua Gilpatrick</dc:creator>
		
		<category><![CDATA[Capstone]]></category>

		<guid isPermaLink="false">http://customprojects.net/?p=38</guid>
		<description><![CDATA[The past few days I have been fighting with Lua to in attempts to create a class file that will allow our group to easily load, and save Lua files as configuration / property / settings files. I have found a few good sites on the way that talk about this kind of thing but, [...]]]></description>
			<content:encoded><![CDATA[<p>The past few days I have been fighting with Lua to in attempts to create a class file that will allow our group to easily load, and save Lua files as configuration / property / settings files. I have found a few good sites on the way that talk about this kind of thing but, the way I wanted to return the data Lua wasn’t having it. What I intended to do was have Lua format the results of the file in such a way that I could store them in a data structure in c++ and I could then use that structure to store the values from lua, and write out new values to a Lua file if needed.<br />
An example configuration file would look like the one below. This file can be read into my class to provide easy access to the values on the c++ side. To access the values it is something like</p>
<p>foo-&gt;GetString(“window.Name”); or foo-&gt;GetInt(“window.x”);</p>

<div class="wp_syntax"><div class="code"><pre class="lua" style="font-family:monospace;"><span style="color: #808080; font-style: italic;">--Example</span>
Window <span style="color: #66cc66;">=</span> <span style="color: #66cc66;">&#123;</span>
	X <span style="color: #66cc66;">=</span> <span style="color: #cc66cc;">0</span>,
	Y <span style="color: #66cc66;">=</span> <span style="color: #cc66cc;">0</span>,
	Width <span style="color: #66cc66;">=</span> <span style="color: #cc66cc;">640</span>,
	Height <span style="color: #66cc66;">=</span> <span style="color: #cc66cc;">480</span>,
	Name <span style="color: #66cc66;">=</span>  <span style="color: #ff0000;">&quot;My game&quot;</span>,
	FullScreen <span style="color: #66cc66;">=</span> <span style="color: #b1b100;">false</span>
<span style="color: #66cc66;">&#125;</span></pre></div></div>

<p>The main thing I wanted to do was have Lua build a table and format the table as follows</p>

<div class="wp_syntax"><div class="code"><pre class="lua" style="font-family:monospace;">tableValues <span style="color: #66cc66;">=</span> <span style="color: #66cc66;">&#123;</span>
	<span style="color: #ff0000;">&quot;window.x&quot;</span>,
	<span style="color: #ff0000;">&quot;window.y&quot;</span>,
	<span style="color: #ff0000;">&quot;window.width&quot;</span>,
	<span style="color: #ff0000;">&quot;window.height&quot;</span>,
	<span style="color: #ff0000;">&quot;window.name&quot;</span>,
	<span style="color: #ff0000;">&quot;window.FullScreen&quot;</span>
<span style="color: #66cc66;">&#125;</span>
<span style="color: #808080; font-style: italic;">--To get this format is simple, just pass the table name and table to this function</span>
tempValues <span style="color: #66cc66;">=</span> <span style="color: #66cc66;">&#123;</span><span style="color: #66cc66;">&#125;</span>
tempTableNames <span style="color: #66cc66;">=</span> <span style="color: #66cc66;">&#123;</span>strTableName<span style="color: #66cc66;">&#125;</span>
tempTables <span style="color: #66cc66;">=</span> <span style="color: #66cc66;">&#123;</span>tblTable<span style="color: #66cc66;">&#125;</span>
<span style="color: #b1b100;">for</span> i,n <span style="color: #b1b100;">in</span> <span style="color: #b1b100;">pairs</span><span style="color: #66cc66;">&#40;</span>tempTables<span style="color: #66cc66;">&#41;</span> <span style="color: #b1b100;">do</span>
	<span style="color: #b1b100;">for</span> j,m <span style="color: #b1b100;">in</span> <span style="color: #b1b100;">pairs</span><span style="color: #66cc66;">&#40;</span>n<span style="color: #66cc66;">&#41;</span> <span style="color: #b1b100;">do</span>
		<span style="color: #b1b100;">if</span><span style="color: #66cc66;">&#40;</span><span style="color: #b1b100;">type</span><span style="color: #66cc66;">&#40;</span>m<span style="color: #66cc66;">&#41;</span> <span style="color: #66cc66;">==</span> <span style="color: #ff0000;">&quot;table&quot;</span><span style="color: #66cc66;">&#41;</span> <span style="color: #b1b100;">then</span>
			<span style="color: #b1b100;">table.insert</span><span style="color: #66cc66;">&#40;</span>tempTableNames,<span style="color: #b1b100;">string.format</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;%s.%s&quot;</span>,tempTableNames<span style="color: #66cc66;">&#91;</span>i<span style="color: #66cc66;">&#93;</span>,j<span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>
			<span style="color: #b1b100;">table.insert</span><span style="color: #66cc66;">&#40;</span>tempTables,m<span style="color: #66cc66;">&#41;</span>
		<span style="color: #b1b100;">else</span>
			<span style="color: #b1b100;">table.insert</span><span style="color: #66cc66;">&#40;</span>tempValues,<span style="color: #b1b100;">string.format</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;%s.%s&quot;</span>,tempTableNames<span style="color: #66cc66;">&#91;</span>i<span style="color: #66cc66;">&#93;</span>,j<span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>
		<span style="color: #b1b100;">end</span>
	<span style="color: #b1b100;">end</span>
<span style="color: #b1b100;">end</span></pre></div></div>

<p>The problem was getting that tableValues array back to the c++ side. When viewing the tableValues on the stack the datatype of tableValues was of usertype and the stack would not return a pointer to the data so I could access its raw memory. What I ended up doing was querying lua for each index in the tableValues and getting the string back that way. I am not sure if this is a hack way to do it or not but its one of the only ways that worked for me. So I will let you decide if Lua got the best of me, or I got the best of it.</p>
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