Ye Olde Ramblings

Current topic is the development of a toy language to test a few syntax ideas.
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Telastyn
April 21, 2006
Tenative Tile Terrain Trio!
In previous iterations of MoE, I had a simple enum for tile types:
desert, tundra, forest, grassland, hill, mountain, etc...

This kinda sucked. It created a number of conditions in other code, which would then need to be edited if the tile type list changed [which I'd like to do eventually with expan…
231 views
Telastyn
April 20, 2006
Swedish Fishmongers
Interview today went well, I think. The interview was a bit different as they were testing more that I would fit into their culture than anything else.

I rather wish more peoples' journal posts would post code rather than screenshots. It's more interesting to see new approaches for problems or how p…
321 views
Telastyn
April 19, 2006
Salsbury Pucks.
Implemented limited scrolling. The actual scrolling I wanted to do is broken, the 'ties' between the rectangles that identify what tile goes where are broken somehow. I don't have the infrastructure made enough to trace a dependancy tree to find out where/when they break, so it just regenerates the…
267 views
Telastyn
April 19, 2006
Random Napalm Fish Deliniation.
Had a phone screen this morning [finally] and did not do terribly well. Probably for the best too, they wanted someone to be the sole AD and Exchange admin for a 600 person org. That's just asking for trouble.

I've another inperson interview tomarrow with a place that seems cool, and a position that…
268 views
Telastyn
April 16, 2006
Goal Achieved
One test map, communicated to client, and rendered to screen with test map layers:



Now to flesh out more of the widget and layers, gamedata event binding, gamedata itself, and the formal transition from waiting screen to game state.
292 views
Telastyn
April 16, 2006
Two Steps Forward, One Step Back.
In one day I managed to sort of meet my goal. The server/client code knows enough to serialize and deserialize Units and Tiles. The map renderer functions enough to keep track of a reference tile, and build 1 line of the fan of the map.

Unfortunately I've uncovered a bug. Not a bug really, but one o…
255 views
Telastyn
April 15, 2006
Progress Report
Not a bad start this afternoon.

- Added events, data and properties for Tile class.
- Added basic events, data and properties for Path class.
- Modified Unit events to be called after data setting, not before.
- Added Empire->Player mapping for serverside.
- Added FogOfWar class, data and a few manip…
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Telastyn
April 15, 2006
Goal!
Hat trick tonight even!

Er, anyways, I'm not one for goals usually, but I'm going to set one for next week. I need to either get a job, or get MOE to the point where the game actually starts. Maybe doesn't play. Maybe map generation doesn't work, or race customization, or any fancy UI. Just some tes…
256 views
Telastyn
April 13, 2006
Progress Report
I finally got around to breaking ground on actual game code. I removed some of the older code I had for the Empire setup, and uid stuff. It wasn't very modular, meaning server and client code couldn't share what was essentially the same in game object. So this afternoon:

- Changed namespaces around,…
311 views
Telastyn
April 12, 2006
Progress Report
Yet more skirting around actual game code...

- Added send/recv counters to the network code. Throughput can be tracked on a per connection, per service [TCP/UDP/Thread], or per network object basis.
- Added another little widget like the FPS and memory displays to display client's current TCP through…
224 views
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