Art, Programming, Work

38th week

I managed to get the rest of the navigation graphics and programming features in a state where I can focus on the navigation evaluation.   There is no output window or a window for error messages. There is just the single programming window where the errors and output will appear in or by. Here are… Continue reading 38th week

Art, Programming, Work

35th week

So, the programming sandbox has swapped its ZMQ with nanomsg. I have removed the asmjit and will just use Nasm as a binary generating assembler, allocate executable buffers and plug those in to have run alongside the just-in-time compiled LUA code. Added syntax highlighting for the little code editor, which is implemented in a bit… Continue reading 35th week

Programming, Work

153rd day

Cleaning up the implementation and setup for when jumping between levels, with various items that might change for each level. Such as camera setup, sky boxes and UI elements that need to be hidden or tucked away. So, the game controller handles loading the levels, and when a level is done loading it calls this… Continue reading 153rd day

Programming, Work

151st and 152nd day

There was no work yesterday, but today I placed the programming menu into my scene management stuff and got it working. Buttons are being enabled, disabled based on the state of the process. The output and error buttons get notified when output and errors are waiting in the buffer to be viewed for a particular… Continue reading 151st and 152nd day

Art, Programming, Work

149th and 150th day

Got the runtime libraries working with the newly constructed UI. Working on making the whole process and programming logic integrate with the scene management so that the processes that are running are still being handled correctly when I transition between scenes. There were a few UI issues that came up regarding the multi line text… Continue reading 149th and 150th day

Art, Programming, Work

148th day

I have all the components of the programming UI working. So, that is out of the way. I had to work around the multiline text edit limitations in the "Daikon Forge GUI" by simply hiding it and implementing the OnGUI method to use the built in Unity multiline text area instead. Hard to believe that… Continue reading 148th day

Art, Programming, Work

146th day

Been working on the programming interface all day. Hooking up all my previous work so all the processes generated can be easily run, suspended or killed. This rough idea might work as a view of all the high level processes of the object being manipulated. In this case it is just the main menu. You… Continue reading 146th day

Programming, Work

143rd – 145th day

I was cleaning up some implementation detail today and fixing a minor interop issue between C# and native code. Playing with Unicode was something I also did, because I thought that might be something I should be aware off. There are a few complications regarding Unicode support, but I think I don't have to worry… Continue reading 143rd – 145th day

Programming, Work

140th and 141st day

I finally have all my base tests working for my scripting environment. The temp plug-in .dll that is loaded by Unity, dynamically loads the actual target .dll so there is no issue when rebuilding the .dll and Unity is still holding on to the file descriptors and locking it. From there it gets commands to… Continue reading 140th and 141st day