Rare Times
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So, I said there'd be an update in a couple of months! Bang on time.
So the reason I've been busy recently is that I've been moving countries. It was never really my intention to live abroad for almost a decade, and recently I've spent a ridiculous amount of time, money, not to mention CO2, on flying back and forth just to keep in touch with friends and family, so decided it was time to head back home.
I had a great time in Germany, and Hong Kong previously, but it is great to be back home. In terms of work, I'm now working at Rare, doing gameplay programmer things. I've only been there a couple of weeks so am still just settling in, but I'm loving it so far, especially the location!
I'm still living in temporary accommodation and have huge amounts of stuff to sort out before my partner, rabbit, and all my other stuff turns up in six week's time, so I'm unlikely to be posting much until then.
Going quiet
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There's been a lot going on lately, that I'll be able to share in a few weeks. Not a lot happening on the code front as my PC has been out of action with a dead GPU that had to go away for RMA. All working again now, but it's unlikely I'm going to have a lot of free time until the end of year. There'll be a post on here in a couple of months though!
Summer Heat
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Another year, another heatwave, not a huge amount of coding going on at home, but I have been doing reviewing some of my older repos and going through the usual feelings of horror and regret, so a few fixes submitted.
Shout out to https://github.com/smessmer for the pull requests on CashGen, tidying up some of the threading code among other things, always good to have someone reviewing and contributing, thanks!
Not much other news, other than finally upgrading my GPU so I have a gaming capable PC again, have to see if I can still aim with a kb/mouse :S
May 31 Update
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The purge and cleanup of the worst code has been completed. You will see changes in the following repos:
UESVON, CashGen
Just a little housekeeping, refactoring, const correctness fixed up in a few places.
GOAPer
Slightly more involved refactor, fixed some glaring issues. Reworked some of the base classes to tidy up the blueprint implementations.
UEBoids
This is actually a new repo. Years ago I wrote a short article on implementing Boids in UnrealEngine...I'd got rid of the original repo a while ago and removed links to the article as I didn't keep it up to date and it wasn't terribly efficient code. Recent though I noticed a lot of traffic hitting these pages, guess boids is a common university problem or something? Anyway, it was time to clean it up, so I rewrote the algorithm from scratch in a new plugin, and updated all the articles.
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