Jeff Disher
Public Key:
z5AanNVJCxnSpEgPiSdH2N2NKvTrxvh3VdPuJabJCDWy54M7YPQAiJv
Description:
The Cacophony channel I use for talking about technical concepts, mostly.
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 [...]
OctoberPlains v1.0-pre4 (on Sep. 12, 2024, 4:11:47 p.m.)
After what was a very short development cycle, I posted the v1.0-pre4 release, today. This release is mostly just under-the-hood changes to the network, work on stats collection, and some stress testing.

I suspect that more work will still be [...]
OctoberPlains v1.0-pre3 (on Sep. 5, 2024, 2:26:58 a.m.)
The requirements for the v1.0-pre3 release of OctoberPlains have been met so I posted the release to GitHub.

The most noteworthy change in this release is the introduction of a sky light mechanic and a day-night cycle. Some small tweaks to the [...]
Musings on sky light (on Aug. 24, 2024, 2:19:36 a.m.)
I have been thinking about how to introduce "sky light" and "time of day" mechanics to OctoberProject.

Originally, I was thinking about making this part of the data model, first per "cuboid column", later directly per cuboid (and just merged at [...]
OctoberPlains v1.0-pre2 (on Aug. 22, 2024, 4:33:27 p.m.)
Just a quick note that the 1.0-pre2 release was posted today.

Noteworthy changes in this release:
-interactive console now honoured in single-player (just in the stdin/stdout console where you launched the game)
-more console commands (change world [...]
World-gen Experiments (on Aug. 17, 2024, 3:46:39 a.m.)
World-gen Experiments
The work on world generation for the next OctoberProject pre-release seems to be going well.

I didn't go for the traditional noise approach (Perlin noise, for example), mostly just because I thought this would be more interesting to play with but I [...]
OctoberPlains v1.0-pre1 (on Aug. 13, 2024, 10:24:39 p.m.)
OctoberPlains v1.0-pre1
A quick look at the current state of OctoberProject development with the OctoberPlains v1.0-pre1 release.

New and noteworthy changes in this release:
-UI is now paginated if there are too many crafting recipes of inventory items
-there is a basic [...]