Gustav Jansson
2022
The year I worked on tred, fyro, ride and workbench.
See also 2022 in review
Week 52
This week I finished TOS and started replacing all streams for euphoria with fmt. There are only 2 parts left but that whole section should be rewritten soon anyway so I figured I wouldn’t bother replacing them.
Week 51
This week I mostly watched star trek (again)
Week 50
This week I mostly watched star trek TOS but I played a little bit with zig
Week 49
This week I didn’t really do much, recovering from a cold and kinda tired to be honest.
Week 48
This week I mostly watched star tred TOS season 2, thinking and writing small bits on ride and playing around with the new OpenAI chat system.
Week 47
This week I found out that the opengl version of ride was slwoish on windows so I started porting the old wxWidgets based rendering so I could to test if it’s more viable and/or prepare for a api with more than one rendering backend
Week 46
This week I continued the work on ride, mostly refactoring and getting a consistent code style. Some more work to be done for sure with PCH and cmake aliases next week.
Week 45
This week I coninued working on poster tester and started working on the console tool
Week 44
This week I mostly spent on hacking on my postman “replacement”, for lack of a better word, that I started way way back but resurected a few weeks ago and been updating and improving.
Week 43
This week I didn’t do much. Besides a few commits here and there I mostly just relaxed after the spelsylt gamejam. I completed season 1 of Star Trek - The original series and realized I should probably create a list of the best episodes for each star trek series + season I’ve watched so I can recall the good episodes if I feel I need to watch some good star trek again.
Week 42
This week I completed a game for the kodsnack gamejam “spelsylt”.
Week 41
This week I continued on physics project and started work on a basic renderer to test the physics sim
Week 40
This week I continued writing on things for ride. I should have worked on my kodsnack game jam entry but I didn’t :(
Week 39
This week I a camera to fyro, “fixed” a failing HDD and watched a lot of star trek. I’ve also thought long and hard on the sprite rendering in fyro and I’ve come to the conclusion that I need to rewrite parts of how characters are rendered to support “override” single-use animations.
Week 38
This week I added collision and tiled loading to the fyro engine.
Week 37
This week I added texture, sprite animation and started on 2d “pixel perfect” collision detection to fyro. This required me to start adding support for scripting classes to inherit from native classes and that is what I’m currently laying the finishing touches on. Hopefully by the end of next week I have some basic 2d topdown and platformer collision going on.
Week 36
This week I started integrating my scripting engine lox into the small 2d engine, and got snake, gamepad input with rumble and basic local multiplayer support working. Pretty productive!
Week 35
This week I continued working on lox, adding arrays among other things. I think this will be the last week of full lox as arrays marks the last major thing to add before I can start integrating it and find the real actual pain points.
Week 34
This week I introduced native packages/namespaces and split numbers into integers and floats
Week 33
This week I completed the second chapter in crafting interpreters and started to implement my own feature requests to lox. Hopefully sometime during the next week I can start integrating it into fyro and make som actual games
Week 32
This week I continued working on lox and finally completed the second chapter so now I have a working, but very basic scripting engine. Next week is refactoring so I can extend it with custom classes and begin expanding the language and library with more features
Week 31
This week I continued working on lox. I’m still not finished with the first section but I’m slowly getting there. Hopefully soon I can start integrating the first version into fyro and see what I’m missing.
Week 30
This week I actually continued reading “crafting interpreters” and restarted my lox implementation and I just recently added looing, conditionals to the language and unit tests to the build so I don’t break any features.
Week 29
This week I split the tred and fyro project to seperate repos. I resurected my textgen project, the “substance designer light clone” I started a year ago and continued my work on my implementation of lox from “crafting interpreters”
Week 28
This week I decided to work on ride and more specifically the rendering, so I started switching it to OpenGL, there still are things left to do but it’s looking more promising than the bitblit method I was using earlier.
Week 27
This week I continued refactoring tred rendering. It’s getting closer :)
Week 26
This week I spent mostly on refactoring the rendering in tred. I also forked alabaster vs code theme so I could add support for solarized.
Week 25
This week I refactored all tred rendering to the render namespace and worked on scripts to find potential areas to clean up.
Week 24
This week I added the World concept to tred, extracted all the engine parts out of main.cc and started on adding more features to the rust version of build
Week 23
This week I continued work on tred. I started working on the World concept, the API is getting there but it still isn’t usable.
Week 22
This week I completed the render queue implementation and added PCH to tred speeding up the compilation to a third of what it was before.
Week 21
This week I continued refactoring tred to a engine and it’s now “done” in a runnable state. There is way more things to be done for sure, but for now at least most of the raw opengl calls have been refactored away into a render queue.
Week 20
This week I continued refactoring tred main to what can be called a rendering engine.
Week 19
This week I started cleaning up tred and started preparing it so that it can be made into a proper rendering engine
Week 18
This week I mostly spent on investigating better ways to structure the renderer and how to animate a third person character
Week 17
This week I added code coverage to the uphoria build and started compiling ride codebase again after it has been on ice for a while. I’m going to test replacing the bitblit quad rendering with a simple OpenGL rendering. It should solve all the scaling issues that the current bitblit solution has.
Week 16
This week I refactored the polybezier widget control along with part of the api and how to launch a simple dear imgui app.
Week 15
This week I started cleaning up the polygon and polybezier api for euphoria
Week 14
This week I finished working on the t3d editor camera.
Week 13
This week I continued working on the camera, completing the pan function.
Week 12
This week I replaced the old ECS with the new ECS and started improving the t3d camera experience
Week 11
This week I added proper raycast to t3d and started replacing the old entity component system with a new, better one.
Week 10
This week I implemented translate and rotate gizmos for t3d
Week 09
This week I added the doxygen documentation and some examples for euphoria to a simple gh-pages page. I also switched back from xml to json for all data files.
Week 08
This week I mostly continued working on the clang.rs port from clang.py. I got a html output now but there are still things left to do. I also made some small fixes to actual euphoria code but nothing much.
Week 07
This week I started writing on the blog post that will become the second chapter of “clean code”. Should be up sometimes next week. I spent most of the weekend with running clang-tidy and porting my clang-tidy script to workbench, mostly because I wanted a html report now that I’ve seen how pretty the header hero report looks :)
Week 06
This week I continued working on the header hero port for workbench and actually started using it for small refactorings in euphoria. All that work is finally starting to pay off :)
Week 05
This week I completed the checkincludes part of workbench. Now I can pickup where I left with the other header command, or perhaps integrate header hero. Decisions… decisions.
Week 04
This week I mostly wrote a blog post about Clean Code Chapter 2. I found a project called Header Hero that I might incorporate into my own header tool and started to refactor euphoria core library so I can get a better flow/structure and in preparation of the introduction of PCHs. Hopefully all will get the compilation times down to some form manageable levels.
Week 03
This week I fixed the last of the compiler warnings. Now euphoria builds without warnings on w4/Wall+extra. Next up to complete would proabably be to port the last of the build scripts and fix any warnings in euphoria that they will find.
Week 02
This week I started working on reducing the ammount of warnings euphoria generated. Thees things sometimes feels like whac-a-mole squishing warnings in clang and then find some new in msvc but it’s moving along.
Week 01
This week I continued working on my port of python code and I’m currently working on the “most common headers for a c++ file” tool, useful for determining what files to add to a pch