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Speiger

Speiger

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Speiger posts

Further UI Progress

It's been 4 weeks since my last post and 2 weeks since I wanted to make one but had pushed myself into excuses not to.

So yeah what let to that?
Very Simple I got ill the day after the post, not just the common cold or something.

Nope full blown ill for around 1-1.5 weeks. Coding was not an option since moving was not an option either.

Prior to that I managed to finish the UI for the Debug UI, but I was already so drained to continue UI work that I kinda avoided my game...

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More UI Streamlining

Welcome back everyone who is reading this.

It's been now two weeks again +-1 day, since my last update post was released.
Since then I was working on finishing up the implementation of my UI Components.

Text is finally supporting Bold and a couple extra modifiers which can be just inserted into the text and the FontRenderer converts also that information over in how the text should look. Extra to that the Texture got a bit better because there is now a better sorting of the Le...

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Finally back with Progress

Finally finally, I am back on my game Project. It has been 3 months since I had dedicated Time invested into it.

Well that was 3 weeks ago, and last sneaky post I said that I just came back and will report 2 weeks later on what was managed to be done.

That moment is now, and loads of stuff were achieved in the meantime.

- UI Engine as you can see works right now working on OpenGL4.0 and newer/older
- Game Runs also now on 4.0 as of this current development build. (That mi...

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Slowly getting into the new Year

It has been 3 months since the last post and I remember that I was finishing up the Tile System + it is rendering. Which was a lot of work just to catch up on old Progress.

Now directly after that post, like a couple days later a lot of other stuff came up in IRL where I wasn't able to do anything related into my project, which after recalling it was a good thing. 

When you are so deep into a project you start to lose a view of how things should be done.
You teach your...

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Finishing up improvements

About two weeks ago I showed the progress on my rewrite and that it wasn't finished and it barely ran.

Now two weeks later the coding on the Systems are done, and a lot more efficient as before.
Thanks to the cleanups that came in I was able to save another couple hundred megabytes in the extreme cases.
Dropping down from 2.2GB to 1.7-1.8GB in ram usage. On top of that the rendering works now how it is supposed to.

Giving me a bit of relive that this scary part is now finally over...

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Back on Track with Small and unfinished progress

Well it has been now 3 weeks since the last post, which was intentionally made because of getting back into things, also a big part of the engine was rewritten again (and I bet it will happen a lot more this year).

Instead of starting at the end, the stuff should be explained forward.
So what happen after the last post?
Quite a lot actually.

After realizing from this picture where my Memory Issues came from. It was clearly that the Entity System, renderer and also the storage of En...

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Temporary Break

It's been 2 weeks since the last post and not much has happen.

I have been taking a break from coding/working on Projects for around 2 weeks.
For the only reason to rest from now and then. I seriously needed a rest and it was good that I started 2 weeks ago, because I tend to overdo myself.

So while I was taking a break my head had the time to think over all the things that were created in the game and what issues showed up that I had ignored over time and what to do next.

Whic...

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UI/Engine Reworks Part 2

So another two weeks happen and I wondered where the time went.

It is interesting how much stuff needs to be done before I can even think of actual gameplay elements.
Which is something that kinda annoys me but also I find "Good" which isn't a good word to describe it, but it is a learning experience.

So what happend in the last 2 weeks in regards to the plans.

As planned I cleaned up the rest of the UI Engine and added a couple UI animations with it.
It improves the look a ...

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UI Engine Reworks.

It's been another two weeks, and I am again a bit late to the none existent party.

So what's been happening? 

After I started implementing the Clickable Entities into the game, I noticed that certain features were either not properly working or missing and very hard to implement. 

That was thanks to my very outdated UI/Text rendering that I was using (A improved version of OpenGL Immediate Mode for those who are interested), which was faster then the even older version bu...

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Another couple Tiny Steps

Well it has been another two weeks and I am getting better at keeping the "Two-Three" weeks update schedule.  

Even so the "I have to get something done for showing" is something that is always in the back of my mind, its getting easier and easier. 


Anyway the progress is getting forward and I am finally getting key features implemented. 

One of the things that I worked on was the pathfinding System where the single target System was fairly slow while mass...

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Chunk Pregenerator 1.9 Supporter release

Now this is the release version of Chunk Pregen or all mc versions that it supports.    

There were a couple bugfixes to it since i found a couple bugs while porting it and other things.   

1.7.10 was a big "Problem Child" but now that should be solved.

Also sorry but 1.4.7 is not getting this feature because i can't get the gui loaded because of missing forge features that i require and i don't want to override core classes or use ASM.

Anyway changel...

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Chunk Pregenerator V1.9 Beta 2

Since a couple days i was thinking of how to implement a minimap into my game. And then i got a thought about how factorio is doing that.   

That led me thinking to how factorio has a "World Previewer" based on worldgen settings, but minecraft was missing this.   

And that was how the Chunk Pregen version 1.9 was born.
The Feature is fully implemented, stable and also a lot of tests were done. 

2018-09-25 12:41:57 +0000 UTC View Post

Back on Track

Well its again two weeks over and I am getting back on track to do stuff.

It's surprisingly hard to continue on stuff that you left for a bit.
Yes even 1.5 weeks is quite a lot.

And to be honest, I didn't feel like continuing on it because I was kinda stuck at that moment.     

Well I found other ways to continue on it without forcing myself to progress on something.  

2018-09-17 03:49:34 +0000 UTC View Post

Tiny Progress and i giant distraction

Well its been 3-4 weeks instead of 2 planned weeks since the last post.
Its kinda annoying me to to constantly not meeting progress reports. 

Sadly there was no choice.

Over the second half of the 3-4 weeks I had a giant side project coming up and basically porting with a friend a mod to a newer version.
It took us around 3 days of porting + 10 days of bugtesting with around 10 people.

But that project is now so small that it eats now almost nothing anymore.
Anyway w...

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2 Steps back, 1 Step forward

Well its been now 15 days since my last post and I got sadly not much more progress done. 

Mainly for the reason that I had some big fundamental issues in my core render engine that slowed down the game so much that it wasn't playable or workable.

That's why also the delay by 1 day since I just got 99% of these issues fixed.


So what was the issue? Basically I had 1 giant mesh for every entity type/stage and I would render that as an Instanced mesh.
That system worked gr...

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Its getting slowly forward.

Well in 1 day its been 5 weeks instead of the 2-3 weeks for the next report. For those who followed me saw that I made progress. But in my view it wasn't enough to post a progress update since most of the stuff was in the engine/utility area, and not really on the "Hey I can show this off" side. So what's been happening in these 5 weeks.


Lets get the behind the scenes stuff first,
- I implemented a custom vector math library that is more flexible to my game while staying simple,&n...

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My New Project

Its been already quite some time since last post finishing the last project.
Since then I was throwing myself into a new project with a completely new environment to me,
but it was my goal right from the start to land here.
Creating my own game + engine.

So I am announcing now that I am working on my own Game.
It will be a real-time-strategy city building simulation-game with war/trade elements.
The main focus is to build your own city and expand/grow your population.
This po...

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Chunk Pregenerator V1.8 B3

The Chunk Pregenerator B3 is now out for you guys and its the final beta.
I finalized all the work that needed to be done and now you get it out.

The new Big Feature: Retrogen. now you guys can retrogenerate worlds without having a player to do it. It will run depending on how much you selected slower or faster.

Also side note. This version is the release version i am just calling it a beta 3 so people dont notice that the release is so close xD

Anyway changelog time:
Versi...

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Chunk Pregen 1.8 B3 Teaser

Thanks to one of the patreons i got a funny idea what to implement into the Chunk Pregen V1.8.
I was thinking back then in 1.6 to implement retrogen support but i never found a good system to implement since my idea was based on "SimpleRetrogen" and that wasn't compatible at all with my tool.
But thanks to some rethinking and added limitation (which is still flexible enough) i was able to implement this concept into the game.

So yeah with the next beta chunkpregen has Retrogen included.<...

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Chunk Pregen V1.8 B2

Ok the beta two is now out there were a good chunk of additions to this version and also a couple of bugfixes to the ports this version ranges from 1.4 to 1.12, its not the release version yet since i have to make a couple changes and addition and tests but this is the next step.

Here is the changelog:
Version 1.8 B2:
-Fixed: If only players are present in the Dimension the Entity view fucks up. (Not receiving an answer packet)
-Added: Structure View into the Gui screen.
-Changed:...

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Chunk Pregen V1.8 B1

So a bit of work was done since the last post. I improved the logic a tiny bit and also solved some issues that were caused. But on the Porting side i was for the beta a bit lazy and did only the nessesary things for now.
No worry on the release all  versions that were supported will stay supported.

But here is the changlog:
Version 1.8 B1:
-Improved: Stability with Chunk Generation.
-Fixed: Issues with the Result log not being accurate.
-Added: Backup logic that jumps...

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Update on whats coming

Well its been a couple weeks now since the last release of chunk-pregen.
The newest (1.8) version is right now in development and i am going at it a bit more slowly.
I think there will be only 1-2 beta versions for you guys that you can access early.
After that is done my next plans are to work on my own game to get finally a world setup etc.

Planned things for ChunkPregen 1.8
- Improved Logic.
- Backup mode so that a task dies that it won't skip chunks that need to be gene...

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TinyChest Version 1.8.7.4

Just a tiny hotfix for a reported bug.

Version:
- Fixed: Hoppers Injected items into pipes from the wrong side. (Import Side not Export Side)

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Chunk Pregenerator V1.7B4

Last beta here.
This was a bit of work. I made a new UI that allows you to delete TileEntities/Entities on a per Chunk or per World Basis.
Also some fixes in the commands and also a lot of tiny fixes here and there.

Changelog:
Version 1.7 B4:
-Fixed: Potential Crash on RenderData.
-Added: Gui for Deleting TileEntities / Entities on a World or PerChunk Basis
-Changed: How Suggestions & help are diplayed Ingame.
-Added: UnloadDimensionRange sub command (allows to unload...

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Chunk Pregenerator V1.7B3

So this version has a big addition and lots of fixes.

After rewriting all the commands i had to find out that most of them were bugged out. Thankfully these bugged out commands (that were discovered) are not fixed.
The new Addition that happend is now that the Chunk Pregenerator has some server profiling abilities that checks for stuff that other Profiliers don't take into account.

Thanks to that i found bugs in older mc versions that slowed down the Pregeneration process. That is now...

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Chunk Pregenerator V1.7B2

Ok this took way longer then expected.
I am sorry for that, i reworked every single command to improve the logic and also categorize and cleanup the commands since they started to get messy over time.

But here are the changes that i did:
Version 1.7 B2:
-Changed: Reworked all the Commands that exist.
-Added: Command Categories for each type of Command so that its not so overfilled.
-Changed: PostProcessing is now the Default option when generating things.
-Fixed: Many bu...

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Chunk Pregenerator V1.7B1.1

Well thanks to some really important bugreports that did require a bit more of a Rewrite then i expected i decided to make a new version related to it.
We have more things improved, a lot of things fixed, and also already a lot of new things.
Now for those who want to know this version is max 2 weeks under development. Actually its 1 week planned but i just in case 2 weeks so we have a lot breathing room if stuff goes completly wrong.

Changelog:
Version 1.7 B1 & B1.1:
-Change...

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Small Update news

Pregenerator 1.7 is started yesterday its work, because of some urgent bugs that were being found. First beta should be out tomorrow

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Update Info

It has been now 2 weeks since the last Beta release.    
What happend after that is that i actually released the Chunk Pregenerator and already did 2 updates.    

The second one just came out for all these versions can be found here
(Link: https://minecraft.curseforge.com/projects/chunkpregenerator/files).

Other then that i started working on my ...

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Chunk Pregenerator 1.6 Beta 4

Well this will be most likely the last version of the beta.
Because so far all tests for porting were really good.
Sadly the structure control feature is not present in 1.4.7 since its impossible to implement. (I rely on a special feature thats no longer present in 1.4.7)

But yeah if  you find issues report them within the next couple days. If there is nothing to be found or somehting like that i think the next release happens very soon.

Changlog:

Version 1.6 B4:
-Ad...

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