In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
20:43:50 codebase TASK: move all SVN stuff to new repo
23:48:30 music LOG
TinyTones first album Carousel mastered today, a collaboration between Mad and myself. For me this is purely a reaction to the music that Mad makes almost instinctively. 6 of 7 songs are Mad's or based on Mad's stuff, and 1 is my own which is inspired by Mad's stuff.
Great stuff, most of it not anything like what I tend to write!
23:47:04 music TASK: tinytones master
21:55:57 music TASK: tinytones pass
23:05:15 codebase LOG
Adam helped be get the SVN repo and access up. Created my user and did a test commit today, alles gut. Going to move all my stuff to this repo ASAP.
23:05:15 codebase CLOCK: 00:00 hours
23:04:02 ace TASK: move asset info and view to own controller
22:59:27 codebase TASK: create nornware svn repo
22:40:55 ace LOG
Refactoring, moving dev stuff into own controller.
This sort of spreads things out, but that's the price to pay for reuse I guess.
Some stuff in IController, but others in a Settings object that only DevController and PlayController have access to. This might change of course, am anticipating other IController implementations, for example some kind of explosion editor.
22:40:55 ace CLOCK: 0.1 days (01:14 hours)
19:41:02 ace LOG
Light falloff stuff...
Lots of pain until I realized why the normal transformation to world space casts the matrix to float3x3... namely to avoid the translation! This was messing up where the light was in world space!
19:41:02 ace CLOCK: 0.1 days (02:13 hours)
17:22:49 ace LOG
Experimenting with light falloff from ship, and darker backgrounds.
I think I know how to do it now.
17:22:49 ace CLOCK: 0.1 days (03:25 hours)
00:37:23 ace LOG
Basic refactoring for multiple controllers.
00:37:23 ace CLOCK: 00:00 hours
22:49:05 ace LOG
MetaController and all that...
22:49:05 ace CLOCK: 0.1 days (01:22 hours)
20:59:56 ace TASK: powerup models
20:53:42 ace LOG
Powerup models, info. Halved explosion shaking, not sure there.
20:53:42 ace CLOCK: 0.1 days (01:48 hours)
19:04:13 ace TASK: shield model
19:04:11 ace TASK: antigravity model
19:04:01 ace LOG
Sphere (shield / gravity) models, add blended.
19:04:01 ace CLOCK: 00:17 hours
16:57:36 ace LOG
Better lighting of bullets (straight on).
Ship light toggle.
Removed special case lighting of creeps, adjusted textures.
16:57:36 ace CLOCK: 00:22 hours
16:34:06 ace LOG
Trying half-lambert... Looks better. Also lowered the overbright to 1.25.
16:34:06 ace CLOCK: 00:18 hours
16:11:12 ace TASK: optimize explosions / particles to quads with textures
15:56:36 ace LOG
Trying to get on this again...
False start with 2d textured tris, I need 3d of course!
Using a texture now and quads, made some basic sprites for the current explosion types. Will probably data drive this more in the future.
15:56:36 ace CLOCK: 0.1 days (02:01 hours)
13:54:41 ace TASK: less brake (halve)
13:54:38 ace LOG
Decreased brake to 0.75, half of half.
13:54:38 ace CLOCK: 00:00 hours
13:33:06 prio TASK: prio, timing functionality
13:32:36 codebase TASK: do something with Azaya, specifically the world building techniques
13:29:52 prio TASK: prio, about / eula
13:24:45 prio TASK: prio, first page: user list, user num tasks, user tasks / day ratio
13:15:25 ace LOG
Putting all the assets in the splash screen.
13:15:25 ace CLOCK: 00:33 hours
22:49:21 ace LOG
Implementing support for alpha emit for asteroids, creeps and ship.
Ended up with: shading * color + alpha * color, looks best.
22:49:21 ace CLOCK: 00:33 hours
23:54:15 ace TASK: ace, ammo hud
23:47:33 ace LOG
Created ILicense abstraction for enabling / disabling various stuff. Right now implemented UnlimitedLicense.
Working on ammo hud from original AC... got that in using tris instead, as well as some scaling and blending going on when you pick up new powerups.
23:47:33 ace CLOCK: 01:00 hours
22:46:39 ace TASK: ace, remove deps on license stuff
22:37:03 ace TASK: ace, try core::FixedTime
22:36:59 ace TASK: ace more 3d model assets
21:56:09 ace LOG
Commited the new stuff anyway, much too risky continuing without SVN. Will move to new server ASAP.
21:56:09 ace CLOCK: 00:00 hours
21:22:57 ace LOG
Working on supporting many more meshes and textures, for all asteroid types and creeps.
Damn it's scary working without SVN on this! Hopefully up tomorrow!
21:22:57 ace CLOCK: 00:48 hours
18:39:13 codebase LOG
Still more time related work on lots of projects...
Seems to be working out though.
18:39:13 codebase CLOCK: 0.1 days (01:49 hours)
16:49:14 codebase LOG
Lots of work on time cleanup all over the codebase...
16:49:14 codebase CLOCK: 00:42 hours
15:38:54 codebase LOG
Removing core::time deps from all fixed apps.
Removing deps to core::time from dxut classes (FlyInput, MouseLook).
This is hitting hard in apps where it wasn't clear which was being used. core::time tended to be up to date since there was the external update thing going on, but this is now removed as core::FixedTime isn't dependent on core::time anymore. Better and better, clearer and clearer.
15:38:54 codebase CLOCK: 00:14 hours
15:23:49 codebase LOG
It seems that core::FixedTime apps are completely independent of core::time::now(), will do some experiments to validate this (i.e. Bloom).
Correct, all deps to core::time can be removed from fixed apps (as long as they are hosted by dxut).
15:23:49 codebase CLOCK: 00:17 hours
15:03:45 ace LOG
Changed dxut mainloop to take a pointer to an info object that supplies information about fixed updates. This is a pointer so that apps that don't care (and want to run free) don't have to implement this interface.
This is mainly so that apps can dynamically switch between fixed and free updates; the program gets stuck in this loop, so you can't just use a simple parameter since it will be const within the stack frame.
This touched all the dxut apps... :(
Not really understanding what is going on with the apparent slowdowns. It happens sometimes in free update mode, but more often in fixed mode...
hmm, looking at the dxut fixed update code, it looks like the floating point "now" is a problem. In core::FixedTime apps, "now" is calculated based on frames, which is probably much better. ACE currently still uses core::time stuff. Switching to use the double based dxut now instead...
...nope, that didn't help... ???
15:03:45 ace CLOCK: 01:03 hours
21:56:39 prio TASK: prio cache log labels
09:33:44 prio TASK: prio labels on tasks
14:49:05 prionews LOG
Changed default label to be 'unlabeled'.
14:49:05 prionews CLOCK: 00:00 hours
19:43:42 codebase TASK: see if we can get a new dev repo for nornware
17:45:49 ace LOG
Talked to jonas about explosions, multiple expanding, rotating, additive quads... probably with an editor so you can author different kinds of explosions.
Also about thrusters, probably as individual objects and are placed, rotated, scaled and add blended into the scene. Main engine ones and stationkeeping ones...
17:45:49 ace CLOCK: 00:01 hours
16:13:14 ace LOG
Implemented two kinds of thrust; main engine (the old one) and station keepers (wasd).
This is definitely an improvement! Main engine is now twice as powerful as before, and everything has sound effects to match. The level of control attained is really good, and should make it easier for people to get into the game. Still it's a case of easy to learn, difficult to master.
16:13:14 ace CLOCK: 00:01 hours
13:36:05 ace LOG
Solved normals problem with Jonas, have a somewhat working pipe (if he can be consistent).
Sent test game build to him so he can see the relationship between what he has built and the actual on screen size of the ship.
13:36:05 ace CLOCK: 00:00 hours
19:45:24 ace LOG
Started creating a new project for this, will be calling it Astro-Creeps Elite (ace).
Got the project up running.
19:45:24 ace CLOCK: 00:23 hours
21:47:56 prio TASK: label filtering for logs
21:47:45 prio TASK: fix 1 hour bug in new logs
21:26:52 prionews LOG
Implemented label filtering for viewing submitted logs.
21:26:52 prionews CLOCK: 00:00 hours
20:39:11 prionews LOG
Fixed bug related to changing log labels... :)
20:39:11 prionews CLOCK: 00:07 hours
19:21:13 prionews LOG
Implemented editing of the labels of submitted logs.
19:21:13 prionews CLOCK: 00:00 hours
15:15:48 ace LOG
Jonas ship designs really coming along well!
15:15:48 ace CLOCK: 00:00 hours
13:05:56 prionews LOG
Removed less / more images from tabs, as well as the link from the active tab.
13:05:56 prionews CLOCK: 00:00 hours
12:54:49 prionews LOG
12:54:49 prionews CLOCK: 00:00 hours
16:34:08 ace LOG
Jonas seems most definitely to be on the AC / UP2 remake ideas. So far so good!
We should really get together IRL in order to get this ball rolling for real, with a kickoff and everything for team building purposes.
16:34:08 ace CLOCK: 00:00 hours
14:17:29 music TASK: ableton live cleanup
02:14:40 music TASK: satan ever calls vocals
02:14:31 music TASK: nun final mix