2022 in review

Sunday, 1 January 2023 at 17:19   // reading time ~4 minutes

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 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. Added a PCH cut the compilation time by roughly 66%.

Feature wise most user facing would be the “through the lens” camera movement in the world/level editor t3d and 3d world selection and item movements .


Speaking of euphoria, the next version of euphoria rendering, tred got a cleanup and refactor, and I started added the world concept.


I also got excited about the thought of a simple engine, something like a pico-8 love2d mashup and forked the 2d rendering from tred and started removing all 3d and simplifying it and calling it Fyro . This split allowed tred to focus on 3d with 2d and fyro to only focus on 2d. The 2d sample games was moved to fyro.

Currently there is a working snake clone complete with rumble input and local multiplayer. There is also a 2d platformer base complete with pixel perfect collision (inspired by celeste and towerfall ), tiled loading and camera movement. All this is controlled by a custom scripting language and that brings us to the next project.


I read the first part of crafting interpreters , implemented my custom version, still called lox and continued adding on it. If I have any new year resolution is that I should read the second chapter and learn about virtual machines, bytecodes and how to optimize the scripting language.


Looping back to work that I did for euphoria, it wouldn’t be possible without the build/workbench project. This year I came to the realization that python, while nice to work with, doesn’t really result in easy to maintain programs when they grow beyond a certain size and my c++ helper scripts, I think, have reached that size. So in 2022 I have explored 2 different languages: rust and c#. The rust port is further along, and in some ways have more features than the python version and while I like the language and I don’t particularly like to read the code and feel like a variable very often always have the wrong type.

So I tried c# now that Linux support isn’t a afterthought and I know from work projects that I both like c# and it’s libraries. I encountered a roadblock however in that a nop-build is way slower than both c++ and rust, and since I’m integrating it into console applications I mostly tend to do nop builds when developing.

Clean code

I started reading clean code and wrote a post about the “first” (second) chapter . I also read the “second” (third) chapter and wrote a post about it but since then I learned about what some part actually means so I have yet to rewrite the post and publish it. Another resolution: rewrite that blog post!


In between all the c++ and rust I added a few nice to have features to my postman clone/replacement and published the repo. There are still some things to be done before releasing 1.0 and calling it feature complete.

Other tidbits

I joined a gamejam and created a game . I would have made a much better game if I didn’t get distracted and started writing my own physics engine.

For my text editor ride I realized I could just copy the fyro code and do the rendering with OpenGL. This turns out works great on Linux but on windows it tends to be a bit laggy. I’m still not sure and I wonder if I have this effect with the older renderers and just didn’t notice so I slowly started bringing back part of the old structure where I could test out different rendering APIs for freeform application development. It’s still a work in progress but something I hope to continue with in 2023.

I watched a part of talk by Nikita about alabaster but didn’t like the colors so I started work on a solarized version , but found bugs in VS code and couldn’t continue.

After watching both Star Trek: Voyager and Star Trek: Enterprise I decided I would start from well… the start so I watched the original series . While I wouldn’t say the episodes are great there are some really great ones, and probably at one point I’m going to write a blog post about the great episodes so I won’t forget what they are.