2026

The current year.

35

This week I completed the gear icon/widget in euphoria and then essentially spent the rest week on cleaning up this site.

Week 34

This week I continued work on workbench by adding the text tools from my PrettyGood.net project

Week 33

This week I continued work on the rotoslider in euphria and ended with adding a new tool to workbench.

Week 32

This week I continued work on euphoria. The rotation slider/gear widget is almost finished so I hopefully can continue on the rest of the game next week.

Week 31

This week I continued on blaggen. It can now finally generate the main page. There is more to do like taxonomies and language support and exposing more variables and functions, I think most of the hard work is done. I also want to continue working on the car game so I will probably focus on that the rest of the year.

Week 30

This week I continued work on blaggen.

Week 29

This week I continued work on blaggen and made it generate a page from markdown files.

Week 28

This week I continued work on blaggen.

Week 26

Euphoria took a backseat thiss week in favor of blaggen work and taking it slow during the heatwave that hit at the end of the week. Hopefully more work will be done next week as the heat wave dissapate…

Week 25

This week I got the camera system working and started working on tools to help debuging the game code. Hopefully that will be done next week so I can continue working on the game and engine.

Week 24

This week I continued work on the entity system.

Week 23

This week I worked on the entity system. Next week will be completing it and integrating a physics engine.

Week 22

This week I fixed the ypr rotation and fixed the code enough so that the ci system was able to run the linter. I also did some work on ride and started rewriting on how it should handle color themes.

Week 21

This week I did a little bit of everything. Some work on lax, some work on euphoria and some work on ride.

Week 20

This week I continued on lax work, getting a good structure on the asm portion of the language that compiles to bytecode and a basic bytecode debugger/printer.

Week 19

This week I added input to control the car.

Week 18

This week I added overloadable operators for classes to the lax scripting language.

Week 17

This week I added level loading to euphoria. Next week is scripting.

Week 16

This week I continued on euphoria work. I got loading and rendering of meshes working. Next step is adding code so they can be dynamically moved and loading the actual material from gltf.

Week 15

This week I “finished” the klotter integration into euph as fasr as it’s not crashing on a empty scene. Next week will probably be spent on loading meshes and expanding the shaders/material system so a “mesh” can have more than one geom with more than one material, and the materials to be defined as part of tbe data pipeline. Let’s see how far I’ll get.

Week 14

This week I decided that I would do everything to get my card game running over the easter weekend. While I still have one day left it’s looking less likely to succeed and the task that I originally planned to take a day has pretty much taken the entire weekend. The plan was to take the existing rendering code in my test project and just copy it over to the new engine with some slight modification. This failed to take into consideration that the codebases are different and while the dependencies match (in name), they are on different versions with different build configs and moving code around to support the new setup takes time. Until next week (where I will continue the attempt on getting a game playable)…

Week 13

Yet another week of little bit of everything. I did some work on getting the bytecode working in lax and I continued work on euph but decided I’m going to focus on getting a game running. Next week, easter, will hopefully be way more productive!

Week 12

This week I did a little bit of eveything. Som reading on lox, slowly started work on textgen and some minor work on euphoria.

Week 11

This week I did small thing on euphoria and restarted the lox project as I probably will use that for scripting in euphoria too.

Week 10

This week I added slider and text rendering. Next step is text editing and evaluating/seeing if I can create a skeumorphic editor or I’m just going to create a standard looking editor.

Week 09

This week I decided that nuklear probably isn’t the right call for the the euphoria editor and I wondered how far I could get in a week, and I started to scratch that itch. I started porting the texture and shader from klotter and grabbed the sprite batch from tred and managed to get both buttons and sliders working. Tomorrow is a basic text edit component and after that it’s either improving the text rendering or styling the ui. Hopefully I can have a working prototype by the end of the comming week.

Week 08

This week I mostly completed the klotter/dear imgui color project by switching back to hsl. I started the match implementation and continued by making sure euphoria still compiles.

Since skeumorphic was successful I want to evaluate nuklear for the editor gui and might just use euphoria to do it, since that is were it’s going to end up anyway. I might also start the game gui since I more or less already know how (the first version of) the 2d renderer should work and how the high level api should work (in theory).

Exiting times ahead.

Week 07

This week I added gammut clipping to klotter tehen I discovered okhsl and okhsv colors spaces and since they seem to be a better way to pick dear imgui colors than oklch I added them as well and will start changing the current oklch based setup next.

Week 06

This week I continued on the skeumorphic design and while it might get some extra features and exploration, I think it’s pretty much done for now. I did some more work on musikmaskin and I finally got back to work on klotter. The oklch based ui is coming along nicely.

Week 05

This week I worked on musikmaskin and at the end of the week I started seriously considering a skeumorphic design and started a small prototype for what a engine/editor could look like.

Week 04

This week I wrote a basic theme builder for dear imgui but I think my original plan to only use a few colors perhaps is flawed. I will have to do some more thinking on it. In the mean time I started a new project, musik maskin. A basic software synth and soon a music generator for gamejam games.

Week 03

This week I added the oklab and oklch colorspaces to klotter. Next week is hopefully using them to create a dear imgui theme.

Week 02

This week I finished star trek ds9 so I mostly just spent time on my notes and planning for future euphoria.

Week 01

For this and last week of te last year I mostly watched Star Trek: Deep Space 9. I did some work on samling and some smaller work on klotter.

I’ve also been thinking about what a skeumorphic design for a “unity engine” could look like. Could each component look like a instrument in reaper with knobs and whatnot. How would that be written in code? What widgets are needed? That sort of thing. Perhaps I’ll make a prototype or something, colorpalette.pro is some sort of inspiration.