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Showing posts from October, 2023

Air hockey

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  I'm working on a new small-scope project: air-hockey! The goals of the project are: To exercise my game development tools. To identify what new game development tools would be useful. To start and finish a project that I can show to people.  Have fun implementing a very movement-focused game. So far, I've found and fixed serious problems in my collision code. The problems I found included logical errors and usability crimes. I had already started and abandoned a new collision system a few months ago, so I revived it and finished it instead of fixing the older one. The result is really nice to work with so far! I did leave some important features out in order to get back to air-hockey faster, but I think those missing features are low-interest technical debt. The hardest part about writing a collision system has been the plumbing, and I made sure to finish all the plumbing for those skipped features. When I need to go implement those features later: all the inputs will be han...

Better error messages

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Since the last post, I've started using C++ modules. It has been a pretty nice experience so far. MSVC *does* currently have some non-standard ordering requirements. But that was only an issue for a few days before I worked it out. At some point I may show the dependency graphs of my software and how it's been improved by recent reworks, but for now I have a screenshot showing how asset error messages have improved.     The first message shows what asset-preprocessing error messages used to look like. The second message shows what those error messages look like now. IDE's with CTRL+Click support make the blue-file-paths in the error message very useful. That's all. I just wanted to show off these new error messages :)