Finally I've got a big chunk of time to program my personal projects.
The last several months I was spending my mental state at work( we finally released Phoenix FD 3.0 ) and then at home trying (or wasting my time) to come up with a grand plan for a level editor that does everything: C++ code reloading, undo/r...
Repeated from http://imadiversion.co.uk/2016/12/08/c-17-and-memory-mapped-io/
In some ways this is a Part One of this subject, largely because my IO subsystem isn't in any way finished and I have literally just put something together so that I can get things loaded in to my test framework, but the basic idea I have here is one I'll probably base a few...
So this past week I spent some time trying to make the game look more appealing. Though I am dealing with very simple visuals I'd ideally like to come up with an art style, as I move along, that suites the simplicity of what is presented making the simple visuals aesthetically appealing. So very quickly I've added a bit more world generation code to...
So here is something I just discovered I can do in C++ that I didn't know about.
template<class T> class wrapper{public: wrapper(const T &t){ } int length() const { return -1; }};template<> class wrapper<StringEntity>{public: wrapper(const StringEntity &e) : e(e) { } int length() const { return e.text.length...
DECORATIONS AND VEGETATION CHANGES This week I took the time to optimize island generator so that an island can be procedurally (re)generated in the background, it takes around 2 – 3 seconds to properly craft an island without hickups, which is quite fast considering all of the things that need to be modified doing run-time.
It is time to decorate...
So it's been five, almost six years since that last entry. I was busy for a bit there it seems, eh? Let's do a quick review of what happened to catch up to the present. 2011-2012: Dredmor With two other guys I founded Gaslamp Games. Being "the artist" I got the grandiose corporate title best-met-with-skepticism of "chief creative officer". I do...