Ye Olde Ramblings

Current topic is the development of a toy language to test a few syntax ideas.
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Telastyn
May 08, 2006
Pokey Redux
Or apparently I can :[

After looking a little closer today, it just appears to my inexperienced eyes to be a throughput issue. I actually made a mistake in the last post. There's ~1000 quads, not triangles, and then another ~350 d3dxtext.draw's.

I setup some quick profiling/benchmarking around the me…
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Telastyn
May 08, 2006
Pokey.
Yes, 'pokey'. I got a quick test map at 60x40 running, and rendering 4 layers at 32x32 tiles on a 800x600 window. It's running at about a blistering 17 frames per second on a GeForce 6800GT [~1000 triangles].

I am skeptical that even I can make something that bad, and quick [2am] profiling shows it …
283 views
Telastyn
May 06, 2006
Progress Report
Did a little moe doodling this morning in a quickie attempt to recreate my map generator I wrote for Moe in C++ [which worked pretty well actually]. The doodle didn't work too well, but that's fine. Practice is practice, and some of the code will be useful for other attempts. Better than sitting al…
243 views
Telastyn
May 03, 2006
Progress Report
I've missed a lot of MoE work due to focus on job hunting and interviews. Yesterday's interview went fairly well I think, though it was interesting to note how much more comfortable I am now with actually doing Unix work rather than Windows [since my sys-admin experience was primarily on the window…
328 views
Telastyn
May 01, 2006
Caramel Armadillos
Spent almost all of the weekend sleeping or watching hockey.

No word from last week's second interview, despite email and phone pestering. In better news, I've got two interviews lined up this week; one for a heavy mixed OS sysadmin job, and one for a dedicated code-monkey.

Go, go code-monkey!

p.s. I…
229 views
Telastyn
April 27, 2006
I am a fibber.
None of those things ended up implemented... instead, I ran through the Path serialization infrastructure and added flags to catch wrapping maps [more difficult than usual due to client ignorance of map size].



During debugging work, I managed to trigger a few, non-reproducable access violations in C…
327 views
Telastyn
April 27, 2006
Progress, really!
I managed to duplicate the screenshot below [9 tiles and a unit] via a new map generation infrastructure rather than explicit "create tile, create tile...".

Not flashy or glorious, but needs doing. Next is likely an actual map generator, or perhaps some basic UI objects, or maybe some generated UI …
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Telastyn
April 26, 2006
Paths and logging
Spent a little time today working on Moe after a lengthy nap after staying up too long watching the Detroit-Edmonton game last night. I added a logging-strategy object for both the client and server, as well as adding some basic milepost logging to the process. Something I should've done before, bu…
287 views
Telastyn
April 25, 2006
Zzz  Zzz  Zzz
No word yet for job. Not much work done either. I wrote up a class for handling resource piles, but I don't care for it. I'm also pondering how to implement paths, specifically wether or not to make explicit objects for every path [~tiles*6] or merely for rivers/roads/teleporters [far less]. In my …
265 views
Telastyn
April 24, 2006
2nd Interview Today
Hurray for 2nd interview. We'll see about the offer if one comes... Tomarrow will involve extra job searching to make up for missing today. Hopefully a bit of work on MoE too, but I'm skeptical.
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