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.
19:19:12 codebase CLOCK: 0.1 days (01:42 hours)
18:08:38 codebase LOG
Restructuring DXUT to use a callback interface instead of a bunch of separate callback functions.
16:07:00 ace CLOCK: 00:11 hours
14:11:01 codebase LOG
Changed texture format fallback order to be png first, then tga, then others...
14:10:42 codebase CLOCK: 00:21 hours
14:01:38 codebase TASK: remove core::time usage in core::log
14:00:17 codebase TASK: remove common callbacks from DXUT
13:17:03 codebase TASK: nornwarefile
13:16:53 ace CLOCK: 00:23 hours
13:15:35 codebase TASK: make new gdi splash common
23:37:20 sandblox LOG
Played for several hours with Mad, it's all working very well.
Did a quick addition of avatar speeds to the network packets, this enabled walk animations and really added a lot to the feel.
18:26:55 sandblox TASK: zip worlds on disk
18:26:45 sandblox CLOCK: 00:55 hours
18:24:57 sandblox TASK: last hostname in settings
18:12:47 sandblox LOG
Gods can now place water explicitly. Mortals still cannot.
17:43:48 sandblox TASK: test ds over internet
17:43:39 sandblox TASK: better world slots
17:28:54 sandblox TASK: no click based input
16:36:46 codebase LOG
Adjusted dxut background behaviour to only ::Sleep() half of fixed time tick when in background. This way apps can do background processing (like networking) without simply dropping the frames due to too long a ::Sleep() time.
16:18:12 sandblox TASK: clients need a timeout
23:31:44 sandblox CLOCK: 0.2 days (05:35 hours)
22:10:41 sandblox TASK: hostname / ip connection method in menu
21:56:48 sandblox LOG
Fixed the initial mesh adjacency problems by doing a global version bump once all the chunks have got their initial version. Kind of an ugly hack, but it is only a few lines of code and it works. Also completely client side, where the whole problem originates.
21:55:51 sandblox TASK: fix mesh adjacency problems
21:55:46 sandblox TASK: difference in avatar colors
20:47:19 sandblox TASK: more chunks, adaptive compression
19:40:31 sandblox TASK: faster download of world data
19:40:29 sandblox TASK: initial data download
19:31:40 sandblox TASK: refactor out network code from model
16:37:32 sandblox CLOCK: 0.1 days (02:32 hours)
18:47:24 sandblox CLOCK: 00:45 hours
14:18:18 sandblox CLOCK: 00:58 hours
13:48:40 sandblox TASK: compression
13:20:08 sandblox LOG
Fixed some collision problems related to traces starting inside blocks and thereby outputting a bogus normal.
22:46:34 sandblox LOG
Basic multiuser support, only tested locally (localhost) with a single client.
There are as expected issues with the time it takes to download the entire world (in slices). Need to look into alternatives.
22:44:51 sandblox TASK: multiuser
15:32:30 ace LOG
Had to implement ogg/vorbis callbacks to deal with streaming from .nwf, but it seems to be working now. More testing...
15:32:00 ace TASK: fix streaming from nwf
13:20:35 ace CLOCK: 0.1 days (01:35 hours)
13:17:45 ace LOG
Fixed replay decoding (never virtual files).
13:03:19 ace TASK: fix texturesets
12:30:53 ace TASK: support splash in nwf
11:45:41 ace TASK: decide on obfuscation scheme
11:40:33 ace LOG
Testing with nwf.
Moved init of backdropmap to post filesystem install (was on singleton construct).
10:31:09 codebase CLOCK: 0.1 days (01:23 hours)
22:37:59 codebase CLOCK: 0.1 days (02:57 hours)
22:37:28 codebase LOG
Making some good headway on the nwf stuff.
18:44:37 codebase CLOCK: 0.1 days (02:27 hours)
17:53:40 codebase TASK: transparent alternative filesystems
14:51:52 codebase CLOCK: 00:31 hours
14:51:47 codebase TASK: remove obfuscation
13:38:50 codebase TASK: jet iterator
00:24:52 sandblox LOG
Pretty much ready to start on multiuser support.
The big issue has been to get the grid data in a reasonable format for the networking (slice friendly). As I'm going to have to do this sort of "lowest common denominator" thing anyhow, I decided to base all the mesh caching on the same idea.
Everything is a lot more solid and optimized now in any case.
00:20:29 sandblox TASK: optimize slice versions
22:12:04 sandblox CLOCK: 0.1 days (01:45 hours)
21:56:35 sandblox TASK: switch to slice versions
21:00:29 sandblox TASK: isolated version manager for grid
20:14:51 sandblox CLOCK: 0.2 days (05:27 hours)
19:45:31 sandblox TASK: material palette for mortals
18:49:55 sandblox CLOCK: 0.1 days (02:30 hours)
18:49:51 sandblox TASK: switch to 1d grid rep
13:51:00 sandblox TASK: avatar model
13:50:09 sandblox CLOCK: 0.1 days (02:56 hours)
09:54:41 sandblox CLOCK: 00:32 hours
09:43:31 sandblox TASK: water plane fog
08:44:49 sandblox CLOCK: 0.1 days (01:42 hours)
08:38:57 sandblox LOG
Implemented head probe and a second level of side probes.
08:38:40 sandblox TASK: head probe
07:24:51 sandblox LOG
Experimenting with no skybox, better control of fog, etc.
07:02:10 sandblox TASK: centralize world drawing
23:04:20 sandblox TASK: change new water list to use chunks instead of worlds
19:35:10 sandblox TASK: underwater shader
17:29:02 sandblox TASK: water psx
16:27:36 sandblox TASK: rename / move project
01:05:10 sandblox LOG
Basic avatar implemented, feels pretty good.
00:50:51 sandblox TASK: avatar, basic psx
17:42:51 music TASK: donkey thong
01:02:53 sandblox TASK: frustum culling of instances
19:41:22 codebase LOG
Fixed memory leak (missing destructor clear) of core::Jet.
15:57:26 sandblox TASK: replace new water list for faster inclusion tests
18:37:16 sandblox TASK: 512 squared cube texture support
17:22:37 ace TASK: xinput support
22:32:18 ace CLOCK: 0.1 days (02:02 hours)
20:40:36 ace LOG
Obfuscation is now compile time optional.
19:38:04 sandblox CLOCK: 01:07 hours
18:30:23 sandblox TASK: move interaction to model