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.
01:31:33 sandblox LOG
Tried tesselating Doom sector floors with the PSLG stuff. Most of them work while the most complex ones don't. When the spec says that "sectors can have any shape" they aren't kidding; they can even be comprised of several disjoint areas.
While it isn't a strictly necessary goal to be able to triangulate really nasty polygons, having a really robust one would help out in a lot of applications, including the Swörd stuff.
An attempt to handle spanned edges / segments is yet to be implemented.
01:25:54 sandblox CLOCK: 0.1 days (01:21 hours)
13:13:47 codebase TASK: fix text input field to NOT look like a radio button
13:00:00 sandblox CLOCK: 0.1 days (01:24 hours)
12:36:05 sandblox TASK: fixed missing instance key in function list, things were getting very strange
11:44:09 sandblox TASK: add shadow color to main shader
10:08:43 sandblox CLOCK: 00:06 hours
09:58:15 sandblox TASK: tie fog range (outside) to view range
09:47:42 sandblox TASK: tie farplane to view distance
08:47:46 sandblox CLOCK: 0.2 days (04:32 hours)
08:47:44 sandblox TASK: vsync option
08:20:34 sandblox TASK: simpler avatar based PVS
06:34:17 sandblox TASK: fix Model constness
05:35:38 sandblox TASK: better WorldInfo / persistence
20:00:00 sandblox CLOCK: 0.3 days (06:37 hours)
16:53:08 sandblox TASK: fix rebuild world (deleting the dir or dat or whatever it was...)
13:35:31 sandblox TASK: move dmp to own lib
23:24:07 sbtf LOG
Oh btw, the replay thing was inspired by reading The Unofficial Doom Specs v1.666: http://www.gamers.org/dhs/helpdocs/dmsp1666.html
23:22:51 sbtf LOG
Got replays working with minimal effort, awesome!
This means, assuming synchronous start, that multiplayer should work based on inputs. This would mean a considerably simpler networking implementation.
18:32:10 codebase CLOCK: 0.2 days (03:53 hours)
17:39:28 codebase TASK: filesystem stuff to own lib
17:39:26 codebase TASK: remove core::JavaUtil
12:30:26 codebase CLOCK: 0.1 days (02:17 hours)
11:16:56 codebase LOG
Moving filesystem stuff around (new lib fs), the goal being to get all that stuff out of core.
This had a lot of repercussions, but I like the fact that core no longer deals with files at all.
23:04:33 codebase CLOCK: 01:03 hours
22:01:29 codebase TASK: core::Pool
01:46:36 codebase TASK: optimize for reuse / minimal copying in core::EpicString
15:22:39 prio CLOCK: 00:13 hours
15:09:21 prio CLOCK: 00:00 hours
15:02:47 prio CLOCK: 00:00 hours
23:51:06 music TASK: Whiskey 34
23:51:05 music CLOCK: 0.1 days (02:28 hours)
19:45:04 uppmt CLOCK: 00:56 hours
17:59:16 uppmt CLOCK: 0.1 days (02:14 hours)
16:16:01 uppmt TASK: remove Time Attack
15:27:01 uppmt CLOCK: 00:27 hours
15:25:40 uppmt TASK: abstract factory gui style
14:58:57 uppmt TASK: touch Status
14:58:46 uppmt TASK: finish touch Options
14:12:28 uppmt TASK: touch PlayMenu
14:10:22 uppmt TASK: touch Escape menu
13:39:41 uppmt TASK: touch based Shop
18:00:46 uppmt CLOCK: 00:22 hours
17:07:31 uppmt CLOCK: 0.2 days (03:36 hours)
12:58:30 uppmt CLOCK: 00:46 hours
23:36:20 uppmt CLOCK: 00:31 hours
18:34:12 uppmt CLOCK: 00:19 hours
13:43:44 codebase TASK: control use of stdlib ::rand()
13:43:36 codebase CLOCK: 00:30 hours