Edge of Space, Part Four: The Empire You Can Watch
The Command & Conquer half of Edge of Space finally arrives, buildings you place on real ground, miners who walk to work, weather, and a sky that gets dark.
Games, apps, and the occasional detour.
The Command & Conquer half of Edge of Space finally arrives, buildings you place on real ground, miners who walk to work, weather, and a sky that gets dark.
A map built entirely around cables meets the half of the network that has none, and the same trick turns out to fix the clutter problem as well.
When the switch exports never arrive, a scanner built from ping, the ARP table, reverse DNS, a vendor list, a few TCP ports and about two hundred lines of hand-written SNMP.
A search box that indexes everything on the map, focusing a single VLAN, saved views, and a wall mode that turns the whole thing into something you glance at.
Patch panels, outlets and cable IDs, because the switch port tells you where the configuration lives and not where to go with a tester.
Edge of Space had planets, fleets and battles but nobody to fight, so my OGAME inspired game got AI commanders, alliances and an economy built out of wreckage.
The reality check, which runs the switch importer in compare mode and tells you every place your map and your switches disagree, with a one-click fix on each.
Building a switch importer before the real exports arrived, parsing Cisco output without a library, and why nothing gets written until you have seen the plan.
Ping history without a time-series database, alerts that tell you once instead of nagging, and a traceroute matched against the devices already on the map.
The game design document that rescued Edge of Space, my OGAME inspired game, a systems map, MoSCoW in practice and the few numbers that quietly run all of it.