Jeff Disher
Public Key:
z5AanNVJCxnSpEgPiSdH2N2NKvTrxvh3VdPuJabJCDWy54M7YPQAiJv
Description:
The Cacophony channel I use for talking about technical concepts, mostly.
OctoberPeaks UI and Packaging (on Apr. 18, 2025, 5:40:13 p.m.)
Work on the next release (1.3) of OctoberPeaks is coming along. It was a lot of little bits of work but I rewrote much of the UI logic into a shape I think which will be better for the other UI work required for this release. In short, this was [...]
P2P Tree Stream (on Apr. 12, 2025, 12:06:23 a.m.)
I got to talk to an old acquaintance, last night. It was good to see him, as we hadn't spoken in a while and he is an older developer who also experienced the days I so frequently romanticize. This means that he can both understand me and offer [...]
OctoberPeaks v1.2 Release (on Mar. 17, 2025, 8:09:35 p.m.)
OctoberPeaks v1.2 Release
Just a quick note to announce the release of OctoberPeaks 1.2 (and OctoberProject 1.4). Note that this is the first release where an OctoberPlains release isn't planned.

This is probably the largest point-release so far as it introduced some very [...]
Multi-block complexity (on Feb. 24, 2025, 6:38:57 p.m.)
The fire logic is now complete for OctoberPeaks 1.2 but not I need to get the multi-block support working, which is another level of complexity.

I added aspects for orientation and multi-block root, so that multi-block objects which always be [...]
OctoberPeaks 1.2 Considerations (on Feb. 13, 2025, 2:54:55 p.m.)
Work on OctoberPeaks 1.2 is progressing but is pointing out some design questions.

For example, I think that tracking multi-block structures may require some new aspects: 1 for block orientation and 1 for multi-block root block location. These [...]
OctoberPeaks v1.1 Release (on Feb. 4, 2025, 10:54:03 a.m.)
OctoberPeaks v1.1 Release
Just a quick note to announce the release of OctoberPeaks 1.1 (and OctoberProject/OctoberPlains 1.3).

This build fixes a bunch of small bugs but also adds lava, basalt, liquid mixing, a new sky box, random block drops, and dramatically improved AI [...]
Progress on OctoberPeaks 1.1 (on Feb. 1, 2025, 5:52:32 p.m.)
Progress on OctoberPeaks 1.1
This next release is now nearly ready to go. There is one more non-trivial item to resolve before release: Fixing liquid rendering.

The AI re-work is finally complete and the code now makes far more sense so this can be tweaked and expanded more [...]
OctoberPeaks 1.1 status and future steps (on Jan. 19, 2025, 12:44:39 a.m.)
OctoberPeaks 1.1 is taking longer than I had expected so I wanted to provide a quick update.

The bulk of the work so far has been on liquid management. This involved:
-fixing bugs with existing liquids
-changing how flowing works so that it is [...]
OctoberPeaks v1.0 Release (on Dec. 28, 2024, 12:05:02 a.m.)
OctoberPeaks v1.0 Release
After some play-testing (thanks to Daniela for testing out the multi-player with me), the rc0 build has been declared v1.0 and released as the first complete release.

This means that OctoberPeaks now has feature-parity with OctoberPlains. It still [...]
OctoberPeaks v2.0 planning and potential v1.1 (on Dec. 23, 2024, 9:01:03 a.m.)
Following from this announcement of the v1.0-rc0 release, I have started sketching out the project scope for v2.0 (linked in the context).

Since the v2.0 work will involve such a large departure from what exists currently, I have begun to select [...]
OctoberPeaks v1.0-rc0 (on Dec. 20, 2024, 1:49:18 p.m.)
OctoberPeaks v1.0-rc0
The release candidate for OctoberPeaks has been posted to GitHub. Unless there are any problems found, this will become the final 1.0 release.

Of note, this build includes a few changes:
-fall damage and viscosity in water now makes more sense [...]
OctoberProject physics (on Dec. 11, 2024, 11:49:18 p.m.)
I finally managed to get the client-side speculative lighting updates working after a few days of trying to make sense of some bizarre behaviour which turned out to be a long-standing bug. This probably explains why sometimes things temporarily [...]
OctoberPeaks v1.0-pre5 (on Dec. 5, 2024, 2:26:41 p.m.)
OctoberPeaks v1.0-pre5
The next milestone of OctoberPeaks development is released: v1.0-pre5.

This version adds several small changes and fixes a bunch of long-standing internal problems:
-UI cues are added to show when damage is being taken
-it is now possible "repair" [...]
Collision Logic (on Nov. 30, 2024, 3:24:32 p.m.)
Working on OctoberProject, I noticed an odd bug where it is possible to pass through solid objects if you are moving quickly enough. It turns out that this is due to the ugly hack that is my movement logic. At the time, I didn't want to figure out [...]
OctoberPeaks v1.0-pre4 (on Nov. 20, 2024, 1:59:08 p.m.)
OctoberPeaks v1.0-pre4
The next milestone of OctoberPeaks development is released: v1.0-pre4

This version adds models for blocks which aren't intended to be full blocks. Additionally, left-click on crafting recipe (in inventory or block) will cause the craft to run [...]
OctoberPeaks v1.0-pre3 (on Nov. 15, 2024, 2:38:22 p.m.)
OctoberPeaks v1.0-pre3
The next milestone of OctoberPeaks development is released: v1.0-pre3

This version adds support for entity orientation and free movement in arbitrary horizontal directions (no longer locked to cardinal directions). Additionally, some lighting bugs [...]
OctoberPeaks v1.0-pre2 (on Nov. 11, 2024, 11:58:43 a.m.)
OctoberPeaks v1.0-pre2
The next milestone of OctoberPeaks development is released: v1.0-pre2

This version builds on what was in pre1 by adding support for block and sky lighting and also improves water mesh generation.

Notable changes in the next milestones:
-pre3: [...]
OctoberPeaks v1.0-pre1 (on Nov. 5, 2024, 2:30:02 p.m.)
OctoberPeaks v1.0-pre1
The next milestone of OctoberPeaks development is released: v1.0-pre1

This version has the same functionality as pre0 but now has textures for blocks (including items on the ground) and models for entities.

Notable changes in the next milestones: [...]
OctoberPeaks v1.0-pre0 (on Oct. 29, 2024, 12:59:12 p.m.)
OctoberPeaks v1.0-pre0
Work on OctoberPeaks has now progressed to the point where there is something meaningful to discuss. While not yet very usable, it technically has the same interactive game mechanics as OctoberPlains (which has also been updated to v1.0.1 to fix [...]
OctoberPlains 1.0 released! (on Oct. 17, 2024, 5:45:26 p.m.)
The 1.0-rc0 build had relatively few problems so I decided to declare it as the 1.0 release as to not block progress on OctoberPeaks (I once saw a subtle lighting glitch - not game-breaking - and some creative mode items can cause assertion failures [...]
OctoberPlains v1.0-rc0 (on Oct. 7, 2024, 5:03:22 p.m.)
OctoberPlains v1.0-rc0
This is to announce the release of the release candidate for OctoberPlains.

This has a few changes from pre6, including some additional sounds, some early-game tools, some bug fixes, a bed (to set spawn and reset the day), and general balancing of [...]
OctoberPlains v1.0-pre6 (on Oct. 1, 2024, 1:42:33 p.m.)
I just wanted to announce that v1.0-pre6 of OctoberPlains has been released on GitHub (link in the context).

This release is mostly just to add some in-game audio but also make some small bug fixes and client-side performance improvements.

This is [...]
OctoberPlains v1.0-pre5 (on Sep. 25, 2024, 2:32:10 p.m.)
OctoberPlains v1.0-pre5
Just wanted to post an announcement that OctoberPlains v1.0-pre5 has been released and posted to GitHub (link in the context).

This release is mostly about under-the hood performance considerations (tick rate is now 20/sec instead of 10/sec, for [...]
Re: Of Optimizations and Octrees (on Sep. 18, 2024, 1:51:47 a.m.)
After spending some time looking into how to build this different representation on top of the existing lighting storage (and then realizing how much effort it would be to convert this format back into the octree), I decided to just bite the bullet [...]
Of Optimizations and Octrees (on Sep. 15, 2024, 11:41:47 p.m.)
Given that the next release of OctoberProject is all about core logic loop optimizations, I have been playing with an integration stress test in order to fix a key issue. It turns out that lighting updates are currently extremely expensive within [...]