{"id":229,"date":"2009-04-16T17:27:38","date_gmt":"2009-04-16T17:27:38","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=229"},"modified":"2009-04-16T17:27:38","modified_gmt":"2009-04-16T17:27:38","slug":"todays-worklog","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/04\/16\/todays-worklog\/","title":{"rendered":"Today&#8217;s worklog"},"content":{"rendered":"<p><strong>8.00AM:<\/strong> Clement Freud has died. He gave me an award at my secondary school many years ago. He was very short. Also he was very funny<\/p>\n<p><strong>9.10AM:<\/strong> All the business email stuff is dealt with, time to start work on putting one of the new ships into the game, one I have declared to be the &#8216;Imperial Centurion Cruiser&#8217;. It looks badass<\/p>\n<p><strong>9.50AM:<\/strong> Most of the graphical stuff is done and dusted. Now I just need to add in the data defining this ships damage textures and module slots, and get it tested and in game<\/p>\n<p><strong>10.30AM:<\/strong> The Centurion cruiser is done and looks great in game. Took a screenshot to give feedback to the artist. Everything seems to look ok, so I don&#8217;t need to go back over any artwork. Plus the multiple beam lasers look fantastic. I&#8217;m pleased<\/p>\n<p><strong>11.10AM:<\/strong> There is definitely a shutdown problem with the game. Dev Studio churns for ages. Must be a huge and new memory leak somewhere. Damn.<\/p>\n<p><strong>11.50AM:<\/strong> It&#8217;s definitely a bug with the main battle screen. But where? The sound? graphics? AI?<\/p>\n<p><strong>12.00AM:<\/strong> Interrupted by door to door salesman, thus killing my efficiency. Time to release the hounds.<\/p>\n<p><strong>12.20PM:<\/strong> I suspect this isn&#8217;t a memory leak, but just my debug output backing up bigtime because every time I create a blast glare effect (also used for non-penetrating shield impacts), I tell the debugger about the texture I used. Clearly this code is inefficient anyway, because with dozens of the smaller glares I need to have that texture cached, not be looked up so often. The game now shuts down fine in debug, but I need to fix the underlying inefficiency. In fact, it&#8217;s worse than I thought. I need a newer, efficient system for shield impacts<\/p>\n<p><strong>12.35PM:<\/strong> Works fine but forgot the original texture was a quadrant and this one needs not to be. redoing it&#8230; Also just spotted a graphics glitch with the con\u00a0 trails pulsing on and off.<\/p>\n<p><strong>12.45PM:<\/strong> Having crash issues when trying to do some profiling, Grrrr. I will mull it over some wii-jogging and a cup of tea.<\/p>\n<p><strong>1.30PM:<\/strong> Still can&#8217;t get profiler to not crash. Time for tea.<\/p>\n<p><strong>2.20PM: <\/strong>it now crashes somewhere else. progress?<\/p>\n<p><strong>2.50PM:<\/strong> Sod it, I have a workaround, and bugs to fix. some lights in the wrong places, and an idea on how to make drawing running lights faster if they are zoomed out. (check rendered size &gt; 1 pixel BEFORE checking if onscreen, which takes longer).<\/p>\n<p><strong>3.30PM<\/strong>: The debug copy no longer links. some obscure ANNOYING linker error to do with debug and not debug Microsoft crap. Very tedious and I&#8217;m not getting actual game stuff done :(<\/p>\n<p><strong>4.14PM<\/strong>: Think it&#8217;s fixed, plus I tracked down the flashing con trials bug. It was me not setting the render mode correctly before I drew them, and them getting drawn early if they filled up a vertex buffer before I was ready to render them all. Good old Nvdia perfHUD was my saviour. Now back to coding fun stuff.<\/p>\n<p><strong>6.25PM: <\/strong>Finally got the linking stuff fixed by a total wipe and rebuild. Grrrr. Next on the agenda is adding some better parallax effects, which are a nightmare with 2D + zoom + variable screen res and scrolling.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>8.00AM: Clement Freud has died. He gave me an award at my secondary school many years ago. He was very short. Also he was very funny 9.10AM: All the business email stuff is dealt with, time to start work on putting one of the new ships into the game, one I have declared to be<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Today&#8217;s worklog<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/04\/16\/todays-worklog\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,105,4],"tags":[],"class_list":["post-229","post","type-post","status-publish","format-standard","hentry","category-game-design","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/229","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=229"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/229\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=229"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=229"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=229"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}