#screenshotsaturday ok - TChart doesn't come with C++ 64-bits modern ... fine ... I'll make my own then.
#gamedev supporting tools #indiegame #indiegamedev
#screenshotsaturday ok - TChart doesn't come with C++ 64-bits modern ... fine ... I'll make my own then.
#gamedev supporting tools #indiegame #indiegamedev
#3 - Therefore, eliminating such problems can prevent strange hard to find bugs from occurring. This is just one of the MANY quirks in the long journey of programming.
It's always about solving the problem, not abt being cool technically.
#2 - Therefore, on the systems side of things - it'll be safer to mark the iterator as stale. Alternatively, an iterator can be locked - meaning that if a data structure is modified - by insertion or deletion - it'll purposely throw an exception just to show u where it "crashed".
#1 - so once the iterator is stale - it can no longer be used because the integrity of iteration is no longer guaranteed. Not to mention the current node could be affected - EVEN if it's wrapped around a smart ptr - it doesn't mean it's still connected to the data structure.
So it's #followfriday - I had to do to deal with mysterious bugs that appears as glitches but are notoriously hard to find.
Iterating through a collection is a common thing in apps - but if the parent data structure is modified in the midst of iteration, u get a "stale" iterator situation.
#screenshotsaturday doesn't this look a little familiar? lol #x-wing flying out from a mon cal cruiser during the intro cutscene? lol ... #indiegame #indiedev #indiegamedev #gamedev
ok ok this is just a tribute to a very fun dogfighter called X-wing released back in 1993. :) have a great weekend!
#showmesunday - u know, I'd love to follow back some of u guys who r working on stuffs - but even if i didn't follow back now - if i see good progress, I would. :) just don't expect me to follow back like some reflex ... I'd love to encourage folks but getting follows isn't one of them.
so what went wrong?
- claiming that it's OK to have 2 parent-child red nodes in the middle of the tree (it even tried to justify omg)
- Generated tree has missing nodes, incorrect node colors or sometimes, just incorrect node keys altogether.
- Tries to explain double-black but doesn't really help
#screenshotsaturday eh i better clarify - I wasn't using copilot to generate codes. That was never the intention. I was using it to get the theory in order to help me understand better.
but hey even the generated binary tree has quite a few mistakes lol
#gamedev #indiedev #indiegame #indiegamedev
btw, the picture alone should prove that i don't trust genAI blindly ... lol ... they were written by hand on paper to go through EACH insertion and then see where it went wrong...
y not do it in codes? man ... the call stack will drain all my mental energy for just a few test cases ... geez
i'm just using it as an assistant - all verification is still done manually - there's no trust actually; it either works or it doesn't - the "why" sometimes doesn't make sense too ... lol ...
#screenshotsaturday - so I used copilot to help me clear a tech debt i owed for 20 yrs. But in the end, it's all wrong lol ... the theory in general is correct but it has made so many mistakes ... I'd to fall back to a red-black tree simulator instead.
#indiedev #indiegame #indiegamedev #gamedev
#screenshotsaturday somehow the golden rule : if u cannot visualize ur design on paper it certainly wonβt be coded properly - always apply silently.
#indiedev #indiegame #gamedev #indiegamedev
Ok a quick update - StridesLib (game engine)'s upgrading is ending soon with quite a few optimizations. Next will be Strides Octopus (editor suite)... need to implement our own TChart zzz.... will be busy till Lunar New Year.
#indiedev #indiegame #gamedev #indiegamedev #solodev #customengine
*duh* i meant PBR shaders ... geez...
just to clarify - preloaded meant the arcade machines already load up way before u put ur 1st token ...
also - starlight has a 3d scene with pbs shaders - some parts do take some time to load
I've been asked - why does ur shmup take so long to load? most shmups are arcade games and those games are usually preloaded.
then i realised - starlight isn't a 540p game ... it's a 1080p game - textures take 4x longer to load as it should be.
#shmup #gamedev #indiegame #indedev #indiegamedev -.-
#screenshotsaturday - no screenshot this week - solved a few bugs in the game itself but it's really more functional than visual.
Till end of Feb, I'll be working on migrating the game editor tools. Then we'll get back to the finishing the demo.
#indiedev #indiegame #gamedev #indiegamedev
#screenshotsaturday ok was away for a short retreat. But work continues still. Like how it looks like driving/flying through clouds irl.
#gamedev #indiedev #indiegame #indiegamedev
Perfect reference for promethane clouds close up.
#screenshotsatuday ok just updated the shield hit animation slightly... also fixed the shield reticule display and incorrect object obstruction when locking onto a turret or ship. #indiedev #indiegame #gamedev #indiegamedev
Still hardening the new changes in the engine...
#screenshotsaturday here's a sample shot of a cloud area I've taken during the trip. This will come in handy when rendering Promethane Clouds for the game.
#indiedev #indiegame #gamedev #indiegamedev
Currently I'm working on re-organizing the binary footprint of the game engine; it's too heavy...
hello folks, we're back from our holidays already! No #screenshotsaturday yet coz the GTR is still undergoing - there'll be bugs n regression here n there ... #indiedev #indiegame #indiegamedev #gamedev
But here's a pic of the trip: (it's an actual pic, not ai slop or stolen elsewhere)
Announcement: Year end break, will be back for xmas. Devs need a break too!!
#indiedev #indiegame #indiegamedev #gamedev
Will be working lite - just no vid updates.
so why am I transitioning the editor suite? The original codes were of a separate branch from the engine codes - which makes it harder to maintain; it's non-unicode compliant and is super super old ... ie, 1998 tech...
The upgrade will enable modding tools to be built for new games.
these things don't really make good screenshots ... and yeah C++Builder 13 I'll buy u soon once the editor suite is ported over.
no #screenshotsaturday this week as well ... don't worry - everything is still alive & well! codebase going C++17 standard that is both compileable on VS and clang ..
updating the editor suite which WILL take even more time coz that's the future. #indiegame #indiegamedev #gamedev #indiedev
store.steampowered.com/app/3442980/...
my friend's game - just released today! Please wishlist or get a copy! Thanks!!
#indiedev #indiegame #indiegamedev #gamedev
#3 - Nonetheless, we're inching towards our demo to be launched on Steam. This demo is currently slated to be single player for players to get onboard. The ultimate release version will definitely have multiplayer.
#2 - As such, because C++builder 12 has a very strict compiler, things we could hav gotten away with VS2017 toolchain is no longer possible. The tools upgrade will take some time too ... so this is just the 1st step while the game is being built.
Thus this week, we might not have any vids to show..
#1 - The purpose of C++Builder 12 CE is because we were using an original C++builder 4 license to build all of our supporting tools. This meant that things were done a lot quicker than having to code everything....
Moving onto C++builder 12 opens many pathways to future tools, modding tools, etc.