Jeff Disher
Public Key:
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Description:
The Cacophony channel I use for talking about technical concepts, mostly.
Re: Refreshing video from Veronica Explains: "I stream nothing, and I am happy." (on Nov. 15, 2025, 6:22:26 a.m.)
Well, it sounds like she buys physical copies and then creates digital backups, locally, which is a good idea. Optical media is pretty stable but not as long-lived as bytes easily moved onto a RAID, etc, not to mention that the players are [...]
Refreshing video from Veronica Explains: "I stream nothing, and I am happy." (on Nov. 12, 2025, 11:16:03 p.m.)
I just happened to notice this video and I think it is great (linked in context).

Of course, that is just because I rarely hear someone clearly articulate much of what I have been saying/thinking for a while now.

I have also been on the hunt for [...]
OctoberPeaks v1.7 Release (on Nov. 3, 2025, 2:33:17 p.m.)
OctoberPeaks v1.7 Release
This video is to announce OctoberPeaks 1.7 (OctoberProject 1.9).

In this version, items dropped on the ground now exist as dynamic entities within the world, instead of being stored in the "empty block inventory".

The player is now 1.7 metres tall [...]
OP: Entity Types and Scheduling Strategies (on Sep. 27, 2025, 3:27:50 p.m.)
While working through the plans for this next release of OctoberProject (dropped item entities, projectiles, and more mob types), I realized that fitting things like items and projectiles into the existing CreatureEntity system may not be [...]
OctoberProject Movement Simplification (on Sep. 23, 2025, 9:05:31 a.m.)
Due to the need for things like entity collision and projectile motion, I have been looking at the OP movement system, yet again.

I noticed that the current design is generally fine but the implementation is incredibly complicated, with lots of [...]
OctoberPeaks v1.6 Release (on Sep. 10, 2025, 1:14:45 p.m.)
OctoberPeaks v1.6 Release
This video is to announce OctoberPeaks 1.6 (OctoberProject 1.8).

This version adds a bunch of mechanics and content to provide more of a reason to explore the world. This primarily includes the generation of a floating castle and towers. These [...]
Portal Decisions (on Aug. 29, 2025, 12:37:40 a.m.)
Portal Decisions
Much of the complex content for the next release is now in place (although there are some bugs I want to fix and still some worldgen and crafting changes to come).

Decisions I ended up making, in response to the parent post:
-the portal "frame" is [...]
Inverted Block-First Design Change (on Aug. 7, 2025, 6:00:21 p.m.)
Something which has increasingly been bothering me about the design of OctoberProject is that I think it would make more sense if I inverted the design the system currently uses.

Currently, a mutation is delivered to a block and then the logic [...]
Continuing Portal Thoughts (on Aug. 3, 2025, 1:26:37 p.m.)
I am still proceeding in the same direction I originally discussed in the previous post.

Internal cuboid loading and cuboid keep-alive will allow for the portal to load its target and should also avoid load/unload thrashing around cuboid boundaries [...]
Portal Thoughts (on Jul. 26, 2025, 1:37:53 p.m.)
One of the key ideas for the next OctoberProject release is fast-travel via some kind of "portal". Now, this won't be quite like Minecraft in that I don't want to create something akin to the Nether, as I have a different direction in mind for [...]
OctoberPeaks v1.5 Release (on Jul. 14, 2025, 6:14:18 p.m.)
OctoberPeaks v1.5 Release
A short video to announce the release of OctoberPeaks 1.5.

This release changes relatively little from a visual or gameplay mechanic perspective but does fix a few bugs and is a complete re-write of the entity movement system.

This means that, [...]
Bloom filters, CID bit distribution, and index complexity? (on Jul. 14, 2025, 2:18:06 a.m.)
I made a post on the IPFS subreddit (link in context) a while ago to ask about what others there thought about possible ways of building an index for this kind of decentralized storage system. Unfortunately, while the post did get some upvotes, it [...]
New Movement is Slow-going (on Jun. 9, 2025, 12:32:58 p.m.)
This work on the new movement design for OctoberProject is slow-going. This is largely because of going back-and-forth on some ideas, but also just because that code is everywhere (movement is pretty fundamental) and rather ugly/finicky (since [...]
OctoberPeaks v1.4 Release (on May 28, 2025, 10:43:27 a.m.)
OctoberPeaks v1.4 Release
This video shows the new features in the OctoberPeaks 1.4 release.

The big change in this release is that the logic layer has been further fleshed out. This means that there are now logic gates and other basic electronic components: Signal [...]
OctoberProject logic changes (on May 15, 2025, 11:08:18 p.m.)
This next OP release is smaller than the last, in terms of overall scope, but is still quite complex in implementation.

Much of this is that I am replacing some earlier "hackish" solutions with some which seem to be a little more flexible (for [...]
Re: OctoberPeaks v1.3 Release (on Apr. 29, 2025, 11:30:33 p.m.)
That idea is probably worth keeping in mind: Some kind of vague story or world history.

I know that, to me, Minecraft was fun due to the progression (in the early-game), building (in the mid-game), and exploration or advanced mechanics (in the [...]
Re: OctoberPeaks v1.3 Release (on Apr. 25, 2025, 10:13:54 p.m.)
Thanks!

I will still need some insight as to what is preventing this from being "fun", though. I can't seem to remember.
Ideas for OctoberPeaks 1.4 scope (on Apr. 25, 2025, 1:12:13 a.m.)
After doing more play-testing of OP 1.3, I have been trying to figure out what else would make sense within the 1.4 scope.

There are some client-side things I want to improve, like the management interface for worlds and servers or some [...]
OctoberPeaks v1.3 Release (on Apr. 23, 2025, 3:48:17 p.m.)
OctoberPeaks v1.3 Release
Just a quick note to announce the release of OctoberPeaks 1.3 (and OctoberProject 1.5).

This release is mostly about changes to client-side UI, although there are some improvements to creature AI and lighting performance under the hood.

This build [...]
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 [...]