2024 in Review
Monday, 6 January 2025 at 19:38 // reading time ~4 minutes
games
THe only game I made this year, was a game made in 4 hours for the spelsylt gamejam.
I think one of my new years resolutions will be making and publishing the car game is some way or another. I’m really keen on working on the arcade car game.
klotter
The year started strong with implementing framebuffer/post proc, cubemaps, skyboxes and uniform buffers and continued with code cleaning in the end of february but then I just stopped and was stuck on instancing and having some sort of analysis paralysis and ignoring for most of the year before almost completing it before the end.
learning and planning
Instead of klotter I found other work, I looked into how to implement finite state machines, gui development, portal rendering and worked on reading the jedi knight academy source.
animation/vita
I read most chapters of a animation book over the course of about 2 months, only skipping the crowd rendering, and that resulted in the mini-engine vita . I won’t use the code directly in euphoria but it was a good experimentation.
euphoria/workbench
I did work on workbench, my c# build tool and source code status app, not a major overhaul or anything but I optimized the clang-tidy build and ended the year by starting to replace the external coverage reporter with a workbench one that I can run locally. For euph I upgraded the ubuntu builder and moved most of the code to a legacy folder so I can focus on the car game.
When that is done I can start working on the new dear imgui based editor app with undo/redo support, at least until the 3d rendering is “done”.
blaggen
My static page generator didn’t get much love this year, just some small fixes and a upgrade to the latest LTS. I want to complete at some point as it has some cool unique features.
ride
I think my ride editor will get most of my focus this year. I can remove most of the rust parts and make a generic “vs code” like and “prototype of the new year” is a good name.
genesis3d
Genesis 3d is a old engine and I stated thinking about the API and how easy it was to use. I spent a month convering the c headers to c++ and added moved the documentation to a doxygen compatible headers. I realized that having some basic api documentation in plain english is kinda nice when trying to figure out why a function fails.
altdev & flipcode
About 4 months of the year was spent on cloning and converting a old blog called “altdev” from internet archive to hugo. It’s close to completion but not yet ready for publication.
I also looked at flipcode. It still is online but the mobile version is pretty bad and it would be nice if it was better.
For some reason I have been thinking much about having a local archive of your favorite (static) webpages.
blender
I finished both the blender “rite of passage” donut tutorial and the anvil. Hopefully there will be more finished blender products this year.
fyro & lox
For lox, I remove dthe public/private requirement and moving it in a more typescript direction than the original c# direction. I also started on type information but decided that it would be better to actually continue by making the interpreter into a compiler and vm structure. The other side of this project was a lot of fyro work and preparing for object-object collision that will be based on the type system, but since that is tabled for later so will the object-object collision.
bookshelf
I like to read when I’m commuting by train and for this winter season when I’m commuiting I decided to rrevive and an old project and convert it to a hugo theme. This is bookshelf, a book like theme with some sample books that I can read on my train rides.
conclusion
Last year I concluded with
If there is any goal I really want to complete it is that klotter should be complete and integrated back into euphoria with the new and improved entity system and using lox so I can finally start making some basic 3d games using my own engine.
lol
Hope this year will be better and more of my predictions/plans will come true.