2017

The year I started the devlog! The year where I worked on space typer, star collector, looking for love among others.

Week 52

This week I continued on the chatbot and updating the euphoria engine. In a few hours I’ll be leaving for new years celebration so fishhunt will have to be completed in the beginning of the next year.

Week 51

This week I continued working on spacetyper and started a semi new project. A basic chatbot. Given that I am leaving for xmas celebrations, the week isnt over, and I’m switching to my laptop I probably will continue working on fishhunt for the rest of the week. Stay tuned for next week.

Week 50

This week I mostly worked on upgrading spacetyper to the latest euphoria codebase. I really should have worked on completing fishhunt but I wanted to code some C++ for a change.

Week 49

Game is shaping up. Not much left now. I’m hoping for a release next week or the week after that, before x-mas at least.

Week 48

This week I found a few assets and started combining them in unity. Given that it’s a small game, it shouldnt take that long to complete. Fingers crossed.

Week 47

This week I pretty much continued on star collector. It’s progressing nicely and I’m hoping that it will be done before or arount X-mas.

Week 46

This week I decided I should actually complete my older projects colelcting dust, so I took an old project of mine, starcollector, and started polishing it. I hope that I can actually complete it this time.

Week 45

This week I didnt do much at all. I pretty much just watched random episodes of How I Met Your Mother.

Week 44

This week I implemented the ray-sphere collision, and tested it by highlightin all the intersections. I realized that a simple check such as this would be suitable for clicking on the closest object so I need to implement more acurate ray collisions.

Week 43

This week I finished implementing the aabb collison check, but realized that I probably need a sphere/ray intersection instead as that would work regardless of the rotation of the object.

Week 42

This week I completed the basic outline feature to each actor/mesh so I can highlight the current selected tile/actor in t3d. I also started work on getting a ray so I can actually select.

Week 41

This week I actually did a little work on t3d. I started on a tile library and fixed a problem with the mesh loader in euphoria. I loaded the ambient color and assimp defaulted to a black ambient, but since most models only specify diffuse I added a option to assume the ambient color is the same as the diffuse color.

Week 40

This week I was lazy and didn’t do much. I rediscovered agents of shield and spent way to much time watching episodes I’ve already seen. Then I spent some time on t3d, but way way less than I wanted.

Week 39

This week I started on rewriting ride in rust. From the ground up. I have some really basic custom input control in the GTK build, but I’ll need to get a proper text rendering system up before I can continue. I also started working on a 3d level editor that I need for any game. Not much progress as I just grabbed the demo application and started removing things from it.

Week 38

This week I continued on the continuous integration and fixed some image coordinate bugs.

Week 37

This week I added a linux build on Travis CI and a Windows build on Appveyour. The linux build runs my unit tests and the windows currently only builds. Testing comes later.

Week 36

This week I didnt do that much. I sorted game ideas, and other non-game ideas. The most actual development I did was when I created a git alias to list all commit messages and created a wordcloud of it.

Week 35

This week I continued on the rect and image refactoring, added a few image drawing tests and added base64 support so I can test image loading without being dependent on actual files. Finally I updated the dear imgui library to get access to the new color widget.

Week 34

This week I continued working on the engine, loading advanced meshes, default textures in the shader and replaced google test in favour of catch. At the weekend I participated in kenney jam and made a breakout clone in unity.

Week 33

This week I was back on work and even though my time was more limited, I still managed to do a little bit on the “engine”. I added clang-tidy and clang-format as a optional step in the build process. I then continued on fixing almost all the error that clang-tidy found. That took the better part of the week. Then I added basic lightning to the engine demo.

Week 32

After several days I’m back home and back to roughly the same posting shedule. I spent the lasat vacation week with working on “the engine” and it is slowly getting there, but as I get back to work I expect things to slow down quite a bit.

Week 31

This week I continued working on the “engine”, but I dont think I’ll be able to use it on my next jam as time is slowly running out.

Week 30

This week I mostly spent on binge watching Agents of Shield (again), and did some real world stuff, however I decided that I’d want to use my own 3d engine for my next game jam, so I spent a significant part of the weekend on this engine. I’m hoping that it will be in a useful state for the Kenney jam on a month.

Week 29

This week I didnt do much, and I’m honestly not sure what I did except work related stuff, shopping a few new furnitures and attending a birthday party. Work on the graph widget has been lacking theese last weeks and I desperetly both want and need it to be finished.

Week 28

This week I mostly watched season 4 of “Agents of Shield”, but I also added proper smiley graphics and pagination and fixed a bug causing the image on some pages to not be displayed so at least I made some progress.

Week 27

This week I continued working on the graph widget. I also found 2 earlier blogs of mine and moved all of them here.

Week 26

This week I pretty much continued on NodeCalc and the graph widget driving it all.

Week 25

This week I started on a project called nodecalc. It aims to replace my need for most excel/open office calc needs by calculating expressions in a graph like manner instead of referencing cells.

Week 24

This week I spent time learning various unity things, trying to up my unity game. I also started learning blender and trying (and failing) to make a 3d character.

Week 23

This week I entered the no more sweden gamejam and made a game called “Looking for love” .

Week 22

This week started with a small project of creating a tracery.io commandline application in C++. It currently missing some advanced features but it was a nice break in the great konmari cleansing.

Week 21

This was a little bit better. I watched a little bit of netflix, but converted the current deploy script from bash to python so I, in the future, can add more advanced image rezising functions that hugo currently doesnt support. Then I pretty much started the konmari appartment cleanup so I guess I wont get much development stuff done for a couple of weeks.

Week 20

This week was also lazy. What can I say, except I’ve now binged one more series on netflix.

Week 19

This week should have been spent on either gaf, t3d or finishing the spacetyper menu but it was spent on finishing crappy series on netflix instead. I guess the blame is mostly on the bad cycle of beeing too tired and then just binge watching myself one more episode past bedtime.

Week 18

This week I continued working on this homepage, scaling images to fit in the design and it’s taking longer than expected. I also finally restarted my tile based 3d level editor called t3d. Since it’s still in its infancy there arent any pretty pictures so I’ll keep it here in the devlog for now.

Week 17

Much of the page is now in “kinda working” order. There are still projects missing images and download links, and most projects have the wrong header image size. There only one thing to do, and that’s keep on working on it.

Week 16

This week I did a little work on gaf, but my whole weeked was spent on moving my blogs and page to this new hugo based page. It isn’t done yet, but hopefully soon.

Week 15

This week I continued working on gaf, now supporting json loading and default values, next up is array support (yay)

Week 14

I continued working on gaf, and currently it parses a few test files, generate some c++11 code and runs a few unit tests on Travis. Next up is adding Json io and enums or arrays

Week 13

Last week was kinda productive despite a birthday party in Germany. I finally started on gaf, the game format file format generator, and separated the game and the engine part of spacetyper into super and sub repos.

Week 12

Last week wasn’t that eventful. Life got in my way I guess so no code was neither written nor committed. Better luck next(this) week I guess…

Week 11

I did nothing at all this week except watching Netflix. I managed to watch the entire Jessica Jones season 1 though so I’m both proud and appalled about my accomplishment.

Week 10

I haven’t really been doing that much last week. Instead of staring designing or coding the 2d rendering system I started on separating the engine repo from the game repo, but nothing is complete yet. I hope I’ll be able to finish it this week.

Week 9

This week I didn’t do much, except implementing radix sort with count sort as the second sorter. Pretty standard I guess but it wasn’t in my toolbox library and I will need it for the upcoming render optimization

Week 8

This week I replaced the built-in assert with a custom one to get callstack information, and I’ve also finally completed the rewrite of the new opengl buffer rendering.