Victor Tombs wrote: ↑Thu Oct 05, 2017 6:45 pm
Aren't asteroids great, Josh?
Not really a question more a statement of fact.
Obvious trick question is obvious ;D Asteroids are the best \o/
FormalMoss wrote: ↑Sat Oct 07, 2017 10:56 pm
Has anyone else noticed the
ship? And how there's a plug for Josh's IRC nick?
(Click through for a bigger image, and such a pity a 'roid is sitting just aft of the ship)
Honestly it's the same algorithm that it's been since I wrote that one a while back. The fact that they're beveled more aggressively is just coincidence I guess. Talv is right, I haven't put much effort into ship algorithms. There is already some exciting news brewing on that front, though
Also, that tab.node thing is actually some LuaJIT or Lua annotation, not my doing
Nice catch, though
quickpocket wrote: ↑Thu Oct 05, 2017 6:36 pm
Where did we first hear about Plume? I must have missed it, but it looks super cool (and of course, no longer actually being developed
)
Literally in this devlog
Yes, it's a shame, but...pragmatism
Cornflakes_91 wrote: ↑Thu Oct 05, 2017 11:30 am
JoshParnell wrote: ↑Wed Oct 04, 2017 1:13 pm
At some point, it may actually sink in to this thick head of mine
*takes drill, takes hammer, drills hole in head, hammers "regular updates" into head, glues head shut*
there, i hope that holds this time
Seems to have held for at least a week so far
Nice brain engineering skills!
Cornflakes_91 wrote: ↑Thu Oct 05, 2017 11:30 am
JoshParnell wrote: ↑Wed Oct 04, 2017 1:13 pm
a piece of logic is a thread, sparse logic is a thread that waits on condition variables (a fundamental synchronization primitive used in low-level kernel / driver implementations), thread groups are woken by condition variable signals / broadcasts, a job is a process, each instance of a job is a thread, job state is thread-local storage (TLS), ...and so-on (of course it's much easier to do for a game than for an OS, don't be alarmed by my comparison!)
do i read "multithreaded scripts" in there?
You don't
Well, not in that fragment, at least. But yes, multithreading logic has been on the table ever since the game data moved over to native memory! Multithreading is only problematic (as far as I can tell) when you're touching Lua-managed data. With native data, as long as you stick to the usual rules, things should be fine. I will be exploring this further once I nail down the logic system.
Victor Tombs wrote: ↑Thu Oct 05, 2017 7:46 am
I very much enjoyed the Freelancer reference. Love It!
FYI, Victor, I've been working on a fresh play-through in my downtime
Gotta be sure to always have the Freelancer spirit in my LT work