This week I did some work on ride, resurected klotter and started the work on shadow rendering in ride. There are still some work on shadow left and while I don’t think I can complete it next week I think I can at least improve the current shadows by a bit.
Gustav Jansson
Welcome to my lair.
Latest devlogs
This week I worked on making the dotgrid export better at lower resolutions. I also started a new project, samling, helping me determine what assets I own and if buying a new pack is worth it or not. I was planning to work on shadows but my week was was cut short with visitng familty giving me practically no weekend so shadows will have to wait yet another week :(
This week I continued work on dotgrid and trying to complete the last action (for now), hardening the serializing, and while my intention also was to to complete the shadow rendering I failed to do so.
Latest blog posts
Another year full of devlogs and another review of what I have achieved and failed to achieve.
workbench, euphoria, gaf and json
Workbench started out as a repo of various build scripts, but is now a single tool for running all those “scripts”. This year I ported everything from rust to c# and scoured my repos for other tools to integrate it into the code base.
One of the big reasons for choosing C# is so that I can use the spectre project to get a nicer cli. The other big reason is that I use c# as a language for work so I’m very familiar with it. I can also use resharper to clean up the code and do major refactorings, that wasn’t really possible with the rust or the python version.
In November of last year I noticed that the time it took to process inputs in Ride was way too high, almost a full second between each key input and for a text editor that’s unbearable. I tried to tweak the event handling but nothing helped and lost motivation, put the project on ice and started working on other things.
About 3 weeks ago the motivation came back and I started hacking and refactoring on the code to support multiple “backends” for rendering and handling input. Currently it’s using OpenGL but I previously had both a wxWidgets and a software renderer backend so it was “only” a matter of bringing them back from the depths of the git history.
I recently realized that I’ve been writing my devlog since 2017 but I have never compiled all the devblogs into a longer post starting from today. I’ll summarize and write a smallish review of what I’ve done on all my hobby projects the past year.
Euphoria
Euphoria is my hobby game engine and to much surprise I did a couple of cool things related to it.
Code wise I’ve continued to code cleanup (replacing streams with fmt), both warnings and enabled warning-as-errors(with w4/Wall+extra), I also added both a clang-tidy and coverage step on github actions so I can keep the code clean and strive towards a 100% coverage for the core. Added a PCH cut the compilation time by roughly 66%.





