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Ye Olde Ramblings

Current topic is the development of a toy language to test a few syntax ideas.
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359 entries
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Telastyn
June 11, 2006
It's Dead Jim...
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…
281 views
Telastyn
June 07, 2006
Interview Report
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,…
233 views
Telastyn
June 07, 2006
Zzz...   Zzz...   Zzz...
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…
264 views
Telastyn
June 04, 2006
Same old stuff.
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…
269 views
Telastyn
May 30, 2006
Day Late, Dollar Short.
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…
295 views
Telastyn
May 29, 2006
Progress Report, and Nefarious Bug Squashing!
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…
229 views
Telastyn
May 28, 2006
Progress Report
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 …
230 views
Telastyn
May 24, 2006
Aches and Edibles
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…
257 views
Telastyn
May 23, 2006
Work Progresses.
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…
267 views
Telastyn
May 20, 2006
Progress Report
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…
247 views
Telastyn
May 19, 2006
Grr.
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…
273 views
Telastyn
May 18, 2006
Meh.
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…
241 views
Telastyn
May 17, 2006
No Progress.
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…
374 views
Telastyn
May 16, 2006
Amped.
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…
278 views
Telastyn
May 13, 2006
Meh.
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…
273 views
Telastyn
May 11, 2006
Undo
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 …
218 views
Telastyn
May 10, 2006
Professions
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…
243 views
Telastyn
May 10, 2006
Progress Report
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…
221 views
Telastyn
May 09, 2006
You'll rue the day Trebek!
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…
247 views
Telastyn
May 08, 2006
Progress Report
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…
281 views
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…
195 views
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 …
270 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…
234 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…
320 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…
209 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…
317 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 …
245 views
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…
277 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 …
236 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.
251 views
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