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Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 2:55 pm
by Hyperion
Dwamies wrote:
Tue Nov 07, 2017 3:40 pm
Man, the hype train really has no breaks..
I regret nothing.

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 7:23 pm
by JoshParnell
Update: added a few more shots from today to the gallery. Added a refinement function for increasing mesh vertex density and then realized operating only on a subset of the refined faces could prove interesting :)

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Fun times :squirrel:

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 7:26 pm
by Talvieno
Super-shiny, Josh! Really like that last one. Can't pin down exactly what it reminds me of. Some kind of megaweapon? :think: Not sure.

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 7:26 pm
by Silverware
JoshParnell wrote:
Wed Nov 08, 2017 7:23 pm
Image
SPACE MINES!

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 9:06 pm
by Lavaflow
That second new pic makes me think of the bow spike on Warhammer 40k Imperial ships. Maybe that's what it reminds you of Talvieno?

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 9:16 pm
by Talvieno
Perhaps. I may also be thinking of Mass Relays.

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Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 9:31 pm
by Distant
Talvieno wrote:
Wed Nov 08, 2017 9:16 pm
Perhaps. I may also be thinking of Mass Relays.

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Yes, yes that will do nicely. Gyros around balls of light, it doesn't serve a purpose, but I still want it :)

By the way folks, video review is up: https://youtu.be/anW6sYpw6PY

Re: [Josh] Monday, November 6, 2017

Posted: Wed Nov 08, 2017 10:36 pm
by Victor Tombs
Thanks for the extra shots, Josh. :thumbup:

And thanks for the latest video, Distant. :thumbup:

Good stuff! :D :angel:

Re: [Josh] Monday, November 6, 2017

Posted: Thu Nov 09, 2017 11:58 am
by Hyperion
Distant, Im starting to look forward to your videos almost as much as the devlogs themselves :)

Re: [Josh] Monday, November 6, 2017

Posted: Thu Nov 09, 2017 12:27 pm
by BFett
Distant wrote:
Wed Nov 08, 2017 9:31 pm
By the way folks, video review is up: https://youtu.be/anW6sYpw6PY
Thanks for the video, I enjoyed listening to it.

Re: [Josh] Monday, November 6, 2017

Posted: Thu Nov 09, 2017 12:29 pm
by bdav
Hi Josh!

If I understand it correctly, every coroutine has a separate stack, and every piece of game logic will be a coroutine.
Is this an issue? If the size of the stacks is large it would limit the number of coroutines, but if it is small the bigger coroutines may overflow...
For instance, with small 1KB stacks, and 1GB of RAM dedicated to them, you get about 1 million. If every ship needs several coroutines, this could be a limit.
I had this issue on a project of mine (not in Lua), and started to look into growable stacks before giving up, so I'm interested in your take on it ;-)

PS: I really enjoy the technical part of the dev logs!

Re: [Josh] Monday, November 6, 2017

Posted: Thu Nov 09, 2017 3:52 pm
by Distant
BFett wrote:
Thu Nov 09, 2017 12:27 pm
Distant wrote:
Wed Nov 08, 2017 9:31 pm
By the way folks, video review is up: https://youtu.be/anW6sYpw6PY
Thanks for the video, I enjoyed listening to it.
BFett, Victor, Hyperion (and everyone else), you're very welcome! I'm glad they're being enjoyed.

Re: [Josh] Monday, November 6, 2017

Posted: Fri Nov 10, 2017 12:09 am
by Victor Tombs
Welcome to the LT forums, bdav! :wave: :angel:

Re: [Josh] Monday, November 6, 2017

Posted: Fri Nov 10, 2017 1:15 am
by bdav
Thanks Victor!
I have been following the logs for a long time, and finally decided to make a account since I had something to say :lol:

Re: [Josh] Monday, November 6, 2017

Posted: Fri Nov 10, 2017 5:24 am
by p2k
JoshParnell wrote:
Mon Nov 06, 2017 5:34 pm
Gameplay Logic with Coroutines and Automatic Scheduling
The first thing in my mind was LT-RTOS.