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.
14:45:17 sandblox CLOCK: 00:21 hours
15:45:48 eco TASK: add year / month to graph
22:53:55 sandblox CLOCK: 0.2 days (04:55 hours)
22:52:42 sandblox TASK: new world function options
20:46:51 sandblox TASK: input widget for account name and world name
20:17:04 sandblox TASK: world slots / saves from disk files
19:55:18 sandblox TASK: dual map / freelist implementation of stack directory
17:35:43 sandblox CLOCK: 0.1 days (01:29 hours)
16:31:12 music TASK: stim
16:31:07 music TASK: bers payout july 2012 to per
07:03:02 prio CLOCK: 00:54 hours
20:58:06 sandblox LOG
World persistence is looking good, very high rate of compression.
20:57:44 sandblox CLOCK: 0.1 days (01:54 hours)
20:55:42 sandblox TASK: persistence compression
18:41:12 sandblox CLOCK: 0.1 days (01:39 hours)
15:44:19 sandblox CLOCK: 0.1 days (03:26 hours)
20:01:30 sandblox CLOCK: 0.2 days (05:48 hours)
20:00:32 sandblox TASK: region directory cache
20:00:22 sandblox TASK: refactor region classes
18:23:24 sandblox TASK: better save format (regions)
00:47:33 sandblox CLOCK: 0.1 days (02:29 hours)
00:47:31 sandblox LOG
Working on a better save format (less files).
17:03:19 sandblox CLOCK: 00:26 hours
16:36:16 sandblox TASK: disabled buttons
15:55:46 sandblox CLOCK: 0.1 days (03:34 hours)
15:39:56 sandblox TASK: first version of persistence
13:46:19 sandblox TASK: reimplement texture reload
23:22:13 sandblox LOG
Lots of work recently on menu flow, as well as changing the style to be something more relevant.
Going with a very low resolution approach (scaled up), the same idea that I'm using for the hud.
Mad is currently doing all of the art for that stuff.
23:21:17 sandblox CLOCK: 0.2 days (05:58 hours)
22:39:25 sandblox LOG
Working on menu flow for world slots / saves.
18:05:55 codebase TASK: remove normalizeSafe()
17:58:29 sandblox TASK: remove legacy ACE menu
18:03:47 sandblox CLOCK: 0.1 days (01:20 hours)
15:02:02 sandblox CLOCK: 0.1 days (01:41 hours)
22:25:07 sandblox LOG
Working on getting the menus up to speed, in a style that is NOT ACE...
22:24:39 sandblox CLOCK: 0.1 days (02:54 hours)
17:12:42 sandblox CLOCK: 0.1 days (02:30 hours)
14:27:44 sandblox CLOCK: 00:36 hours
17:53:24 sandblox CLOCK: 0.1 days (03:06 hours)
20:21:12 sandblox CLOCK: 01:02 hours
17:04:45 sandblox LOG
Looking into keeping a cache of the topmost Cells for each xz coordinate, in order to accelerate the sky lighting...
17:04:14 sandblox CLOCK: 0.1 days (01:31 hours)
14:59:47 sandblox LOG
Trying to solve the various lighting issues...
14:59:33 sandblox CLOCK: 0.1 days (01:33 hours)
19:35:49 sandblox TASK: support for material emission
19:35:47 sandblox TASK: put light emission in the materials editor!
17:10:00 sandblox CLOCK: 0.1 days (02:44 hours)
23:33:28 sandblox LOG
Generalized lighting to allow for various different algorithms.
23:32:42 sandblox CLOCK: 00:36 hours
22:28:39 sandblox CLOCK: 00:10 hours
21:46:28 sandblox LOG
Editing / digging adjacency issues improved by only touching adjacent Chunks when the changed Cell was on a boundary in x, y, or z. Worst case is changing the Cell that is in the corner of a Chunk, as that will affect 3 adjacent Chunks at once.
21:44:09 sandblox TASK: better adjacent chunk touching on edit
18:02:26 sandblox CLOCK: 0.1 days (01:29 hours)
18:02:20 sandblox LOG
Chunk meshes now require all adjacent logical chunks to be clean before cleaning self.
This appears to solve all "missing side" as well as "side in solid" issues, and as a bonus the initial lighting looks correct.
18:00:50 sandblox TASK: fix mesh build adjacency issues
16:32:56 sandblox TASK: better dirtychunk stats
15:58:56 sandblox CLOCK: 0.1 days (01:41 hours)
15:53:00 sandblox LOG
Generalizing the sideflags code seems to have fixed meshes being generated in solids, but there are still the general guild rules to consider (can't clean a chunk mesh unless all 6 adjacent model chunks are already clean).
22:13:59 sandblox CLOCK: 01:06 hours
17:14:59 sandblox TASK: mini-chunk tests
17:14:51 sandblox CLOCK: 0.1 days (02:22 hours)
17:08:28 sandblox LOG
I would have to say that it is looking much more promising now, performance is greatly improved simply due to the fact that a single Chunk is much smaller and hence less work to build.
Successfully switched to 16 cells cubed per Chunk, in the process generalizing the system to allow for unlimited worlds in all axes; this was actually simpler than the previous code.
Some of the world functions are broken as they relied on the fact of the fixed size world in y, need to go through those more carefully.
The lighting was and still is a challenge, as are the issues of chunks building against adjacent chunks that haven't been built yet (i.e. getting faces in solids). Need to work through those issues.
Draw calls will increase by a potential factor of 8, but culling will take care of most of that along with other fixes of meshes being built in solid world boundaries as mentioned above.
14:45:12 sandblox CLOCK: 01:03 hours
13:57:26 sandblox LOG
I have tested Chunks that are 16 cells cubed, and this works well performance-wise.
The big question now is how to best split up the existing world into "sub-chunks" that are this size, while not having to touch all the code and potentially introduce lots of bugs.
13:31:44 sandblox CLOCK: 01:10 hours
12:01:31 sandblox CLOCK: 00:30 hours
11:24:14 sandblox CLOCK: 0.1 days (01:47 hours)