This week I cleaned up some sonar lint warnings in klotter, started refreshing my memory on the old genesis3d(my favorite) and continued cleaning up my animation notes
Gustav Jansson
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This week I implemented the IK to my vita animation testbed. I think this marks the project as “completed”. There still is chapters to be read but I don’t think I will implement them, so I started cleaning up my animation notes. Next week will continue the klotter project and the final step is to merge the animation notes, perhaps with some of the vite animation code into the klotter project, but first there is a lot of klotter to be done.
This week I finished watching the anim talk and I finished reading the Ik part of the animation book. Next week I’ll clean up and understand the IK code and cleaning up my animation notes. After that it’s back to klotterfinish up rendering so I can implement all of the animation on top of it, but that is further away than next week, so until then…
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Another year full of devlogs and another review of what I have achieved and failed to achieve. workbench, euphoria, gaf and json Workbench started out as a repo of various build scripts, but is now a single tool for running all those “scripts”. This year I ported everything from rust to c# and scoured my repos for other tools to integrate it into the code base. One of the big reasons for choosing C# is so that I can use the spectre project to get a nicer cli.
In November of last year I noticed that the time it took to process inputs in Ride was way too high, almost a full second between each key input and for a text editor that’s unbearable. I tried to tweak the event handling but nothing helped and lost motivation, put the project on ice and started working on other things. About 3 weeks ago the motivation came back and I started hacking and refactoring on the code to support multiple “backends” for rendering and handling input.
I recently realized that I’ve been writing my devlog since 2017 but I have never compiled all the devblogs into a longer post starting from today. I’ll summarize and write a smallish review of what I’ve done on all my hobby projects the past year. Euphoria Euphoria is my hobby game engine and to much surprise I did a couple of cool things related to it. Code wise I’ve continued to code cleanup (replacing streams with fmt), both warnings and enabled warning-as-errors(with w4/Wall+extra), I also added both a clang-tidy and coverage step on github actions so I can keep the code clean and strive towards a 100% coverage for the core.