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![It's Dead Jim...](/static/media/user/generic-user.png)
My main windows machine crapped out on Saturday while I was out of the house. I came back to find the machine off, except for the power LED, which was blinking. Power/reset buttons did not help. I removed everything but psu, motherboard, and cpu. Power button merely spun the fans one revolution; th…
![Interview Report](/static/media/user/generic-user.png)
Lengthy interview lacking in many technical aspects. They're interested in some code samples at least. I need to make some better cleaner done code for stuff like that in the future.
Anyways, it looks to be highly super ideal; app development, big but not huge company, friendly team of real people,…
Anyways, it looks to be highly super ideal; app development, big but not huge company, friendly team of real people,…
![Zzz... Zzz... Zzz...](/static/media/user/generic-user.png)
Been poking around with some reflection and attribute stuff with C#. I am pondering rewriting a good deal of the moe GameObject code to cut down on some of the heavy copy/paste involved with some of the event triggering, discovery, and serialization. I'm not sure it'll be much better. There's no ea…
![Same old stuff.](http://members.gamedev.net/telastyn/amp2.png)
No real progress on the job hunt. Fixed a UI bug with moe. Rewrote a bit of the little Amp proggie. It now draws the 'active' song in a different color (rather than selecting it), and the playlist has a little context menu to add/remove stuff. Not too impressive I suppose, but learning is better th…
![Day Late, Dollar Short.](http://members.gamedev.net/telastyn/fow.png)
I was distracted yesterday by penny arcade's linking to Bang Howdy. I gave it a try since it was by the folks who made Puzzle Pirates, which I liked quite a bit. Quite a different game, not nearly as innovative or compelling, but it's still got a good addictiveness to it.
Today though, yes today I m…
Today though, yes today I m…
![Progress Report, and Nefarious Bug Squashing!](/static/media/user/generic-user.png)
A fair amount of work on MoE today. A good portion of the Fog of War code got implemented onto Tiles and Paths, which are now propogated as detected rather than explicitly communicated by test code. The fog of war stuff seems like a beehive of nasty hacks, but it works like a charm and is easy to u…
![Progress Report](/static/media/user/generic-user.png)
I managed to change the motor oil in my lawnmower without major incident. Some I know will scoff at this as an achievement, but I'm not exactly a car guy. Or a hands on builder guy, or pretty much any practical crafting skill of any sort...
Anyways, I managed to get some work done yesterday on the …
Anyways, I managed to get some work done yesterday on the …
![Aches and Edibles](/static/media/user/generic-user.png)
I have a nice throbbing headache, only without the soothing haze of alcohol. I spent the past 8-9 hours doing a programming test for some crackpot consultantcy. They seem like crackpots, so even an offer I'll be wary of, but it's good to be tested on things. Who knows? Looks can be decieving. One C…
![Work Progresses.](/static/media/user/generic-user.png)
Job hunting proceeds fruitlessly, but Moe work continues at a moderate clip. No shiny or impressive advances, but stuff that needs done.
- Changed the Race class stub into a minimal structure able to be constructed and trigger events.
- Added Server serialization and events for Race stuff.
- Added Cli…
- Changed the Race class stub into a minimal structure able to be constructed and trigger events.
- Added Server serialization and events for Race stuff.
- Added Cli…
![Progress Report](/static/media/user/generic-user.png)
It's been some time coming, but I hacked up the mostly broken MOE UI code so that it now works properly. Mostly...
I can at least move the test unit around, undo movement orders, and the unit/detail info updates nicely as the underlying data changes. It's still a bit too fragile. I think that movin…
I can at least move the test unit around, undo movement orders, and the unit/detail info updates nicely as the underlying data changes. It's still a bit too fragile. I think that movin…
![Grr.](/static/media/user/generic-user.png)
Had to share:
Quote:
XXXXX is currently accepting applications for a Junior Level .NET
Developer.
Ideal candidates should have 2-3 years of .NET development experience...
The employer is looking for
a candidate with excellent communication and a master of the english
language because of an expectation to…
![Meh.](/static/media/user/generic-user.png)
The last interview I was waiting on turned me down as well. I've a few callbacks that're in the process of becoming interviews and a few emails to companies waiting for replies. I hate this tedium and continual failure without any good ways to improve my prospects.
Still, there are poor ways. I clea…
Still, there are poor ways. I clea…
![No Progress.](http://members.gamedev.net/telastyn/moe_console2.png)
Job hunting continues without progress. Moe work has all but ceased due to job hunting and motivational issues. In the meantime, here's a screenshot, and links to people actually doing some work.
[edit: by the way, I've never understood peoples' fascination with bitmaped fonts. They're tons more wor…
[edit: by the way, I've never understood peoples' fascination with bitmaped fonts. They're tons more wor…
![Amped.](http://members.gamedev.net/telastyn/amp1.png)
Eh, the horrible weekend took longer to blow over than I expected, and even got worse if that's possible before lightening up a little this morning. I still cannot bring myself to work much more on moe with the flood of [disorganized] things that still need done, the job hunt, and the lack of relax…
![Meh.](/static/media/user/generic-user.png)
I am in a foul mood.
One of the interviews from last week turned me down, and the other isn't due to decide for a few more days at the latest. This means I get to call my folks for Mother's day and dance around unemployement while knowing full well they're intelligent enough to know that no "yay! I…
One of the interviews from last week turned me down, and the other isn't due to decide for a few more days at the latest. This means I get to call my folks for Mother's day and dance around unemployement while knowing full well they're intelligent enough to know that no "yay! I…
![Undo](/static/media/user/generic-user.png)
It's within that 1-2 weeks that I'm supposed to hear back from last weeks' interviews. I hate waiting and being ready to act friendly and professional in the face of 'sorry, other candidate was a better fit' at any moment is tiring and makes me nervous.
Progress is slow. Off of this thread I got a …
Progress is slow. Off of this thread I got a …
![Professions](/static/media/user/generic-user.png)
I jotted down some profession info for MoE (in the design doc [link is to last revision]). Need to do a bit more brainstorming [or hear others brainstorm a little] to gather what the profession code is going to need to be able to do. For those interested:
3.4.5.2.1 Peasant [tentative/low]
Default cl…
![Progress Report](http://members.gamedev.net/telastyn/moe_unit_ui.png)
Fixed up the test mapgen to actually spawn a unit [rather than sending partial messages], and the unit layer to actually check for them [rather than just drawing one at 1,1,0].
The result is an actual unit which I can select, and the UnitBox can give me details for:
Not much, but it's hard to give mo…
The result is an actual unit which I can select, and the UnitBox can give me details for:
Not much, but it's hard to give mo…
![You'll rue the day Trebek!](http://members.gamedev.net/telastyn/moe_color_map.png)
Ahem. I found one of the major slowdowns I think. The UI layer was rendered as many transparent tiles which acted as mouse targets for recentering the map. Rather than rendering to texture, I just removed the layer's rendertree() call. The input handler uses visibility, and will nicely ignore the l…
![Progress Report](/static/media/user/generic-user.png)
Due to some of the performance problems [see below] I poked around at Rendering to Texture, and then just displaying that. From vague memories of forum posts made by those who know more than me, that's the way to go. Seems reasonable without any knowledge.
Anyways, it was actually pretty easy to se…
Anyways, it was actually pretty easy to se…
![Pokey Redux](/static/media/user/generic-user.png)
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…
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…
![Pokey.](/static/media/user/generic-user.png)
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 …
I am skeptical that even I can make something that bad, and quick [2am] profiling shows it …
![Progress Report](/static/media/user/generic-user.png)
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…
![Progress Report](http://members.gamedev.net/telastyn/moe_test_ui.png)
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…
![Caramel Armadillos](/static/media/user/generic-user.png)
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…
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…
![I am a fibber.](http://members.gamedev.net/telastyn/mapwrap.png)
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…
During debugging work, I managed to trigger a few, non-reproducable access violations in C…
![Progress, really!](/static/media/user/generic-user.png)
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 …
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 …
![Paths and logging](/static/media/user/generic-user.png)
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…
![Zzz Zzz Zzz](/static/media/user/generic-user.png)
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 …
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