Sunday, 15 December 2019

Coding at Work

There's been some success over the past year.

I convinced, first section manager, and then my direct line manager, that I could do some interesting things with a proper IDE installed.  They both said yes.

I've since completed a couple of neat little project that appear to have wow'ed my colleagues.
Happy result.

In the meantime, I'm learning more and more about my chosen language, and how it can be used at a professional level.  Not that I'm really there yet.  I can fake it pretty well though.

Looking back over the years, I'm convinced that its really been the last 2-3 years that have really solidified my understanding.

Saturday, 26 January 2019

Godot and C#

I stumbled over a new game engine: Godot.
I'd looked breifly at Unity and started learning though a udemy tutorial, but it never really clicked for me.
So i tried to pick up Godot instead.

In order to get Godot mono to run (not crash) and to use mono and VS code as the editor, I had to use the following steps:

 - Install Godot for Mono: https://godotengine.org/download/windows, I'm using the 64-bit version
 - Install VS Code: https://code.visualstudio.com/download
- Install Mono, note it has to be a specific version, I tried three different ones before this one finally worked for me:  https://download.mono-project.com/archive/5.12.0/windows-installer/
(5.12.0.13 worked, but I suspect any of the others might also)
 - Link VS Code as being the Code editor.  From within Godot: Editor\EditorSettings\ scroll down to Editor.  Select Visual Studio Code.
 - Install Gotod extensions to VSCode, namely: gdscript 0.0.2  && Godot Tools 0.3.7

Although, I suspect that the Godot Tools is not required.

Monday, 3 April 2017

OOP

I object to objects

Still trying to wrap my head around OOP.  Starting to think that it isn't programming that is the issue, rather it's  OO design.

I've been doing the a course on Udemy for some OOP in C#.  Learning curve still feels really steep.  Trying to tackle polymorphism, and it took a bit of effort, research and prodding, but I think i've managed to get an abstract class working.

But, in my haste to get an answer for the exercises, I feel as though I cheated by looking at someone elses solution.  If i did the same thing for work, i wouldn't call it cheating, rather borrowing from the creative commons (with due reference to the author in a comment).

Maybe it's because i dont want to short-change myself and my own learning.

Anyway.  Thanks to a work colleague, I've got an expanded list of books to read that will broaded my understanding of OOP, design, programming patterns and refactoring.

A couple hours a week of my own spare time barely seems enough to properly tackle this.

Some days, i want to just go back to procedural stuff, make something, then dream of doing it with objects.

Thursday, 2 February 2017

Hiatus

Work and home have been quite busy for me in the past few weeks.  Trying to juggle all the time demands.  Work on the game as stalled a little.  Getting home and not wanting to look at the computer screen will do that.  However, stuff is happening.  Colleague introduced me to an online training provider: udemy.  Wealth of information about all kinds of interesting things.  I've decided to enhance my understanding of programming in C# by doing one of the courses.  Glad to be able to say that I don't know it all, and even the beginner stuff has taught me things.
Game dev will wait until I have completed some training.  Looking forward to approaching the project with some new ideas and better understanding.

Wednesday, 7 December 2016

Too noisy in here

Or maybe not enough...

There is a distinct banded pattern to the "noise".  It's quite not what I was expecting as an output.  But at least now there is some visible pattern.  The previous iteration was doing this...

Which one could argue is quite noisy, but there is no aesthetically pleasing structure to it.   I think what I want is somewhere between the two.

In the meantime the experimenting continues.

Currently the loop goes through
x = 0; x < width; x++
  y = 0; y< height; y++

but using x and y as inputs into the noise (x, y, z) function
Output graphics will put low elevations in the top left and higher ones in the bottom right
The distinct banding pattern appears when the z input is very small, e.g. (x+y)/random large number.
I guess this is just me trying to understand what inputs into Noise(x,y,z) will produce the output I'm seeking.

Perhaps what I want isn't the x, y in the loop going into the noise function at all, but simply using a pseudo-random number doesn't give me an output I like.