October Project: First rough demo (on Feb. 6, 2024, 1:37:07 a.m.)
I think I am now to the point where I have a basic rough cut of the first multi-player demo of "October Plains". Ideally, I would run this by some people to see that it at least basically makes sense and is worth continuing before pushing these [...]
OctoberProject: Mutation streaming and data consistency (on Jan. 27, 2024, 3:22:02 p.m.)
The current design for OctoberProject is that the client produces mutations directed at their own entity which are then sent to the server. The server applies or rejects these mutations, potentially creating follow-up mutations (against the world or [...]
OctoberPlains: First Look (on Jan. 24, 2024, 6:03:25 p.m.)
OctoberPlains:  First Look
A short video to show what OctoberPlains currently looks like. This is the first demo application built on top of OctoberProject. It is intended to be a purely top-down view of the world. The logic behind it is still the complete system, though: [...]
October progress: Basic inventory and block placement (on Jan. 18, 2024, 4:09:21 p.m.)
Now that the latest re-work on consensus and timed mutation has been completed, moving on to some new mutations to support inventory item selection, inventory movement, and block placement was comparatively simple.

Still, these are somewhat [...]
Re: October Project: More thoughts on consensus (on Jan. 5, 2024, 12:55:34 p.m.)
Hmm, that is odd that they would call it all "coding" (although that term is already overused to the point of meaningless so I am not too surprised).

I would have thought that character writing and in-game world-building writing would be about the [...]
October Project: More thoughts on consensus (on Jan. 4, 2024, 1:03:39 p.m.)
One of the other things which is odd about working on a game while having no game development experience yet substantial systems and distributed experience is that I think about what could be called "anti-cheat" more often than I probably should.

I [...]
October Project: On to UI (on Dec. 21, 2023, 11:53:29 p.m.)
I managed to recently do a big re-work to dramatically simplify time-based operations. I also added in the basis of the crafting system, at least for simple cases. Still, I have a pretty good idea of how to extend it to handle other systems like [...]
October Project: Integration milestone (on Dec. 12, 2023, 6:35:43 p.m.)
I finally managed to progress to the point where I can integrate all the bottom-up components (yes, I know that this is the wrong way to build things but I wanted to experiment with whether each idea would work since many were new to me) into a [...]
October Project: Going backward and forward on backward and forward (on Nov. 28, 2023, 5:40:48 p.m.)
While trying to figure out how to handle timed actions (like mining a block: You start at one point and finish later, or crafting, as it will work similarly), I came up with an idea to allow an entity change to schedule a later follow-up change (as [...]
October Project: Game logic frequency (on Nov. 23, 2023, 12:12:33 a.m.)
Something which I find to be an interestingly common problem in many areas of software is the issue of how you make something discrete appear as though it is something continuous.

For an example of what I mean, consider audio: It is a stream of [...]
October Project: Block update perf experiments (on Nov. 18, 2023, 2:49:01 p.m.)
I made some improvements to the block update logic within the primary 15-bit octree storage but I still wonder if that will be enough.

A worst-case scenario of writing a unique block type to all 32k blocks in a cuboid takes about 7 seconds, on my [...]
October network logic basically working (on Nov. 14, 2023, 10:28:02 p.m.)
The network layer logic and framework for October seems to be generally working. This hasn't been stress-tested, nor are all the network packet types implemented (those will be added as needed) but the basic design is in place and working.

This is [...]
Re: Mired in graphics (on Nov. 11, 2023, 1:56:31 a.m.)
Thanks. Things are going reasonably, but this is definitely the most difficult area for me. After muddling through LWJGL (which is what Minecraft uses for portable graphics) and LibGDX (which is built on top of that and adds other game-related [...]
Mired in graphics (on Nov. 9, 2023, 8:08:13 p.m.)
I managed to get a basic path-finding algorithm loosely based on A-star implemented, yesterday. This will be the basis of some near-term testing and later-term AI for non-player entities in October Project.

Today, however, I decided I should [...]
Ground broken on October Project (on Nov. 8, 2023, 12:54:31 p.m.)
Broke ground on the October Project a few days ago. So far, it is going well.

Unfortunately, it will be some time until this can do anything as sophisticated a full-blown Minecraft clone, so my first target "test game" will be something with a [...]
Logo Possibility (on Nov. 4, 2023, 5:26:38 p.m.)
Logo Possibility
Here is something I put together, but I am not sure I am happy with it, yet.
Next Projects (on Nov. 4, 2023, 2:55:45 p.m.)
Now that the Cacophony tooling work for my site generation is done and working, I need to figure out what to do next.

There is that possibility of Maven-on-IPFS tooling/scripts, but I am not sure how useful that is, at this time. I am currently [...]
Cacophony tooling (on Oct. 25, 2023, 3:54:25 a.m.)
Been working on re-organizing the Cacophony code for some tooling related to creating static output of a list of channels, the past few days. It is going pretty well, so far, but this has just been the organizing and shaping of the code. The next [...]
WebRTC (as seen through the BasicRtc implementation) (on Oct. 22, 2023, 4:11:16 p.m.)
WebRTC (as seen through the BasicRtc implementation)
More of a casual vlog-style video where I talk about what I have learned about WebRTC through the implementation of my recent BasicRtc project.

WebRTC is used for real-time peer-to-peer communication between browsers. Its main use-case is for [...]
Next project musings (on Oct. 9, 2023, 1:44:22 p.m.)
Now that Cacophony development has essentially wrapped up, I am trying to figure out what the next project should be.

Maven on IPFS: Years ago, I was working with someone to build a way to publish Maven resources onto IPFS, using the Aion [...]
Re: No place like home. :) (on Oct. 4, 2023, 5:53:50 p.m.)
I do have that on my doormat. However, when I first got it, I remember thinking it would be more interesting if it were IPv6 and more directly applicable if it were "~" (tilde).

127.0.0.1 is more like "me" whereas the tilde is "home directory" on [...]
Re: 4.1 pre-3 (on Oct. 1, 2023, 4:25:18 p.m.)
Ok, so the problem is just related to when you move the tab to a new location or when you switch to a different draft?

Do you expect that they auto-save or tell you that you are about to lose information?

I want to make sure I have a sense of what [...]
Dependencies after some changes (on Sep. 29, 2023, 1:40:18 a.m.)
Dependencies after some changes
After much investigation and consideration, I made a few changes. These changes only reduced the number of package relationships (edges in the graph) by 7 but the shape of the diagram now makes far more sense.

There are now fewer cyclic [...]
Dependencies within Cacophony (on Sep. 29, 2023, 1:36:15 a.m.)
Dependencies within Cacophony
I recently wrote a little script to scrape the Cacophony source files to find patterns between the packages, based on imports. These relationships are then passed into dot to render as a graph.

This is what the system looked like, when I first [...]
Re: 4.1 pre-release 0 (on Aug. 26, 2023, 8:21:42 p.m.)
Hmm, I will need to look into that. I suspect that these issues might just be caching related so they might go away once the browser cache times-out the stale data or if you manage to force it to fully reload the page.

The odd thing is that I [...]