Jeff Disher
Public Key:
z5AanNVJCxnSpEgPiSdH2N2NKvTrxvh3VdPuJabJCDWy54M7YPQAiJv
Description:
The Cacophony channel I use for talking about technical concepts, mostly.
Re: OP Plans and Path-finding Thoughts (on Oct. 22, 2026, 12:28:47 p.m.)
Well, there isn't really a plan to make a "finished" product. The plan is more just to add content/mechanics and improve things until there is enough user interest to demonstrate the core point of the design (that is, servers with hundreds of [...]
OP Plans and Path-finding Thoughts (on Oct. 19, 2026, 5:29:40 p.m.)
Split the loose grab-bag of ideas for OP 1.15 ("The Flavour Update") out so that now there is a plan for OP 1.16 ("The Weather Update").

This is because the list of items was generally unstructured and large. This new arrangement means that 1.15 [...]
OctoberPeaks v1.14 ("The Fleshed-Out Update") Release (on Oct. 14, 2026, 5:08:56 p.m.)
OctoberPeaks v1.14 ("The Fleshed-Out Update") Release
This post is to announce OctoberPeaks 1.14 (based on OctoberProject 1.15).

Lots of changes in this release as it was more about odds-and-ends as opposed to any specific new mechanic:
-non-hostile creatures now flee when attacked
-passive items are [...]
Linux Graphics Driver Issues (on Sep. 16, 2026, 2:10:15 a.m.)
Today, I decided to take a break from starting on this next bullet in the OctoberPeaks release plan and clear my head with a game. I figured I had been meaning to get back to The Long Dark, so I gave that a shot.

After the usual frustration of [...]
IPFS Future (on Aug. 29, 2026, 3:37:41 p.m.)
A post to the IPFS subreddit (linked in the context) seems to imply that much of IPFS-related development is winding down. To be clear, the exact details of what this means haven't yet been spelled out. I suspect that things like bootstrap nodes [...]
Evolution Toward Declaration (on Aug. 23, 2026, 8:40:00 p.m.)
As discussed in the previous post, I proceeded with changing the liquids over to use the new "block-defined byte" aspect for flow distance, instead of dedicated block types. While this was a lot of ugly work (you can no longer just read a block [...]
One byte to rule them all (on Aug. 14, 2026, 1:11:47 a.m.)
Plans for the next OctoberProject release included the need for a block-defined "counter" of sorts. Specifically, this is to implement the new incremental tree growth feature, which have had in mind since the very beginning (only wasn't added in [...]
Re: OctoberPeaks v1.13 ("The Productive Update") Release (on Jul. 20, 2026, 10:19:44 p.m.)
They probably will, eventually, but I am so far pretty unhappy with how the models look (their shape is not quite ideal but their texturing is not at all what I want).

I will need to play around with how I am building some of these models, I think, [...]
OctoberPeaks v1.13 ("The Productive Update") Release (on Jul. 16, 2026, 2:52:33 p.m.)
OctoberPeaks v1.13 ("The Productive Update") Release
This post is to announce OctoberPeaks 1.13 (based on OctoberProject 1.14).

Changes in this release:
-creatures can now walk in a more natural, diagonal, direction when on flat ground
-created new villager creature, along with an associated trading [...]
Basic Villager Plan (on Jun. 17, 2026, 12:04:35 a.m.)
I have been moving forward on a plan for the villagers which I think is interesting and useful without being too ambitious (but still leaving the door open for bigger possibilities in the future).

The plan is that villagers will have occupations. [...]
Work on OP creatures progressing slowly (on Jun. 15, 2026, 1:25:39 a.m.)
Much of the creature movement has been re-written so they now will walk directly toward their target, when on level ground, instead of following the path-finding algorithm's plan, as created. This creates a much more natural feel.

That was [...]
Re: OctoberPeaks v1.12 ("The Motion Update") Release (on May 20, 2026, 11:40:00 p.m.)
That structure in the left of the image is a generated structure in the world. It is randomly located in the world, usually far above the ground, and its portals connect to 4 other towers generated relative to it. In the flat world type, where I [...]
OctoberPeaks v1.12 ("The Motion Update") Release (on May 15, 2026, 2:49:33 p.m.)
OctoberPeaks v1.12 ("The Motion Update") Release
This post is to announce OctoberPeaks 1.12 (based on OctoberProject 1.13).

Changes in this release:
-a block mover block has been added (similar to a Minecraft sticky piston)
-sub-block collision now exists (meaning that stairs and slabs have been [...]
OP Progress: Block movement (on Apr. 26, 2026, 11:00:11 p.m.)
The next OP release (1.12 - "The Motion Update") includes 2 big bits of functionality: (1) blocks which can move other blocks (like a Micecraft piston) and (2) sub-block collision (stairs, slabs, etc). The core of the support for (1) is now [...]
Re: OctoberPeaks v1.11 Release (on Apr. 14, 2026, 10:07:39 p.m.)
The benchmark is synthetic, so I can't be sure it will "feel" like it is working optimally, but it should be pretty representative as the clients are doing things (moving and placing blocks - generates cuboids and causes lots of updates) and also on [...]
OctoberPeaks v1.11 Release (on Apr. 11, 2026, 5:05:12 p.m.)
This post is to announce OctoberPeaks 1.11 (based on OctoberProject 1.12).

No video for this release since there isn't anything visually obvious to show. All the changes were under the hood (mostly on the server side but some on the client side). [...]
OP Performance Progress (on Mar. 31, 2026, 11:15:06 p.m.)
I think that this next release will probably be reading in a week or so. I am running out of things I wanted to change or ideas I wanted to try within the realm of "performance", so it is probably time to wrap this up and move onto the next [...]
Of Queries and Caches (on Feb. 19, 2026, 2:20:43 p.m.)
It has been a breath of fresh air, getting to play in the world of performance profiling and optimization, again.

While most of my initial ideas (more aggressive data caching) bore little fruit (there was a benefit which only slightly outweighed [...]
Testing on Kubo 0.39 (on Feb. 9, 2026, 12:00:57 a.m.)
It has been a little over 2 years since I last made any updates to Cacophony, as it just generally works. However, I have been interested in some claims made by the last few releases (might fix my crashing router issue) and heard that Cacophony [...]
OctoberPeaks v1.10 Release (on Feb. 6, 2026, 2:06:40 p.m.)
OctoberPeaks v1.10 Release
This video is to announce OctoberPeaks 1.10 (still based on OctoberProject 1.11).

(sorry about my voice and clearing my throat - still dealing with the fall-out of a cold from a few weeks ago)

Changes in this release:
-smoother animation on [...]
OP Animation, etc (on Jan. 29, 2026, 12:01:37 p.m.)
Overall, the changes required for "the animation update" (OctoberPeaks 1.10) are going well. The particle engine works well (I just need to use more of it in the polish phase) and the entity walking animations seem to be working well enough (I was [...]
OctoberPeaks v1.9 Release (on Jan. 9, 2026, 4:15:00 p.m.)
OctoberPeaks v1.9 Release
This video is to announce OctoberPeaks 1.9 (OctoberProject 1.11).

Changes in this release:
-added an enchantment/infusion mechanic
-custom portals can now be created
-block damage has been changed and tools rebalanced to seem more useful
-movement [...]
Re: OP plans and progress (on Dec. 24, 2025, 2:06:11 p.m.)
Work on this continues. The custom portal creation mechanics are in place and seem to be working. A few more of the hard-coded bits of configuration have been formalized into data files.

The way that block damage is handled has been changed a [...]
OP plans and progress (on Dec. 11, 2025, 10:22:48 p.m.)
This next release (OctoberPeaks 1.9 - "The Formalization Update") isn't very concretely specified so it is slowly turning into a grab bag of all the loose ends from previous releases, on top of fleshing out some mechanics I did plan to complete in [...]
Re: OctoberPeaks v1.8 Release (on Dec. 1, 2025, 6:42:19 p.m.)
I am glad that you are liking the look of it. I want to redo the skeleton model but those things can be done later as it is mostly just there to interact with the mob while I move forward with the rest of the system.

Main problem, of course, is [...]