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