This week I started work on the yearly review of what I’ve done the last year. Among other things I’ve work on was creating the clang-tidy html report and trying to get ride/pony, removing the rust and gui focus and getting it to a useful state where I can dogfeed it.
Gustav Jansson
Welcome to my lair.
Latest devlogs
This week, last year, I started replacing the depndency on external coverage reports by also publishing the html report. The next year I continued with showing a the code city of the current euphoria and displaying the clang-tidy warnings on the demo html page. I also caught a fever that I’m recovring from so that’s perhaps why I haven’t worked on instancing, maybe next week… :)
Last week of the year, but still 2-ish more days of completing the instacing API. Other than not working on instancing I’ve been working on cleaning up euphoria for the car game. I think one of my new years resolutions will be making and publishing the car game is some way or another.
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%.