This blog is a try to me keep motivates and a way to see my progress on my current projects. Let’s see how it goes!
Gustav Jansson
This week I continued on euphoria work. I got loading and rendering of meshes working. Next step is adding code so they can be dynamically moved and loading the actual material from gltf.
This week I “finished” the klotter integration into euph as fasr as it’s not crashing on a empty scene. Next week will probably be spent on loading meshes and expanding the shaders/material system so a “mesh” can have more than one geom with more than one material, and the materials to be defined as part of tbe data pipeline. Let’s see how far I’ll get.
This week I decided that I would do everything to get my card game running over the easter weekend. While I still have one day left it’s looking less likely to succeed and the task that I originally planned to take a day has pretty much taken the entire weekend. The plan was to take the existing rendering code in my test project and just copy it over to the new engine with some slight modification. This failed to take into consideration that the codebases are different and while the dependencies match (in name), they are on different versions with different build configs and moving code around to support the new setup takes time. Until next week (where I will continue the attempt on getting a game playable)…
Yet another week of little bit of everything. I did some work on getting the bytecode working in lax and I continued work on euph but decided I’m going to focus on getting a game running. Next week, easter, will hopefully be way more productive!
This week I did a little bit of eveything. Som reading on lox, slowly started work on textgen and some minor work on euphoria.
This week I did small thing on euphoria and restarted the lox project as I probably will use that for scripting in euphoria too.
This week I added slider and text rendering. Next step is text editing and evaluating/seeing if I can create a skeumorphic editor or I’m just going to create a standard looking editor.
This week I decided that nuklear probably isn’t the right call for the the euphoria editor and I wondered how far I could get in a week, and I started to scratch that itch. I started porting the texture and shader from klotter and grabbed the sprite batch from tred and managed to get both buttons and sliders working. Tomorrow is a basic text edit component and after that it’s either improving the text rendering or styling the ui. Hopefully I can have a working prototype by the end of the comming week.
This week I mostly completed the klotter/dear imgui color project by switching back to hsl. I started the match implementation and continued by making sure euphoria still compiles.
Since skeumorphic was successful I want to evaluate nuklear for the editor gui and might just use euphoria to do it, since that is were it’s going to end up anyway. I might also start the game gui since I more or less already know how (the first version of) the 2d renderer should work and how the high level api should work (in theory).
This week I added gammut clipping to klotter tehen I discovered okhsl and okhsv colors spaces and since they seem to be a better way to pick dear imgui colors than oklch I added them as well and will start changing the current oklch based setup next.