1. Steve Losh
  2. .plan

Overview

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January 2017

2017-01-26

  • Rebooting this .plan after a long absence. It's a new year!
  • Wrote a first draft of my proposal for a talk at ELS 2017.
  • Made a little prototype name generator based on some ideas from last week's Caves of Qud dev stream.

2017-01-27

  • Polished up my ELS paper.

2017-01-28

2017-01-29

  • Finished and submitted the ELS paper.
  • Worked a bit more on a platformer game assignment for a class. I hate graphics/shader programming so much.
  • Added a few docs to cl-ggp. Still got a bit more to write.

2017-01-30

  • Handed off maintainership of clojure-lanterna.
  • More platformer work. Finally got the fucking sprite pack working. I hate things with no documentation.

2017-01-31

  • Got nerd-sniped and ended up implementing PCG in Common Lisp.

February 2017

2017-02-01

  • Started working on a constrained game with my team for AGDD.

2017-02-02

  • Added a bit of juice to the constrained game.
  • Finally sorted out the AI/animation bullshit for my minimal game. Assets without docs are the worst.

2017-02-05

  • More juice to the constrained game. Been doing non-computer stuff lately.

2017-02-06

  • Implemented a little easing API in my sandbox repo.
  • Made the pluralization rules in Chancery slightly less awful. I should just sit down and fix it right some day.

2017-02-07

  • Chatted with my advisor a bit and solidified my plans for the home stretch of Scully.
  • Made a little Lisp wrapper for bearlibterminal. Learned more about SBCL's floating-point traps than I wanted to.

2017-02-08

  • Worked more on our constrained game with my team. Got something almost game-like now!

2017-02-09

  • More constrained game work. It's an actual game now. Fun.
  • Changed all the #:foo uninterned symbols in Temperance to regular :foo keywords. Memory is cheap.

2017-02-10

  • Finished the docs and pushed the 1.0.0 release of cl-ggp. I still need to submit it to Quicklisp, but I need to submit Temperance first.
  • Dusted off my old Project Euler repo and did another problem.
  • Dumped initial commits of cl-pcg and cl-blt to the internet in case my laptop catches fire. Still lots of work left to do on those.

2017-02-11

  • Added basic level generation and scrolling to my AGDD minimal game. Also sound.
  • Fleshed out cl-blt a tiny bit more. Ported a little terrain gen demo over to it. It seems promising.
  • Wrote a little harness for cl-pcg to test it with dieharder.

2017-02-12

  • Did another Project Euler problem over breakfast, and a couple more after that. The early ones are simple to just brute-force.
  • More work on the constrained game.

2017-02-13

  • More Project Euler. Math is fun.
  • Fixed up the universe-based matching in Scully. I'll need it soon for the percept matching.

2017-02-16

2017-02-17

  • More tiny Project Euler problems.
  • Finally got the percept filtering in Scully all figured out.
  • Cleaned up Temperance and start writing docstrings. One more "Finishing Friday" and it should be ready for an initial release. Not perfect, but good enough for now.

2017-02-20

  • More Project Euler.
  • Poked a bit more at my minimal game. It's gonna be very minimal.

2017-02-21

2017-02-24

  • Chatted with my advisor and did more work on Scully. The home stretch is in sight!
  • Tipsy Project Euler.

2017-02-25

  • More Project Euler.
  • Watched the first part of the Merry Fragmas 3.0 Unity session. Multiplayer FPS in Unity looks to be not too bad.
  • Cleaned up the internal API in Scully a bit.

2017-02-26

  • More Project Euler.
  • Watched the second part of the Merry Fragmas 3.0 Unity session.

2017-02-28

  • More Project Euler. Problem 51 was painfully underspecified, but I finally got the stupid thing.
  • Watched the last part of the Merry Fragmas 3.0 Unity session.

March 2017

2017-03-01

  • Started poking at a prototype game my teammate made.
  • Added a janky priority queue to cl-losh.

2017-03-02

  • Finished the stupid [Project Euler][] poker problem. This isn't math.

2017-03-03

  • More Project Euler.
  • Started documenting Chancery.
  • Started working through Surreal Numbers. I'm going to try to code each chapter up after I read it, to make sure I understand everything. So far I'm done with chapter 2.

2017-03-04

2017-03-05

  • Worked on our game with my team.

2017-03-06

  • Watched Math for Game Programmers: Building a Better Jump over breakfast. I really like the idea of deriving the gravity and initial velocity constants from jump height/distance targets. I'll have to try that the next time I make a platformer.
  • Implemented a bunch of simple (but necessary) API functions in Scully.

2017-03-08

2017-03-14

  • Did the final bit of plumbing to make Scully actually play games with the game server. It works!
  • Added LICENSE.markdown files to all my projects. Annoying, but if it staves off the people complaining for a while it's worth the extra wasted bytes.
  • Chatted with my advisor about the next step for fixing the combinatorial rule tree explosions in Scully.
  • Added a restart to cl-nrepl to let me specify a new port to use more easily, if the default one is already in use. Common Lisp's condition system is really powerful but also really obtuse, and I don't seem to use it often enough to really get it into my stupid brain.
  • Added a couple of docstrings to cl-pcg. Still not sure about the API layout... I think I need to try it in a real game to see how it feels.

2017-03-15

  • Did a bunch of stuff on my team's game. I really need to dig into the Unity networking documentation...

2017-03-16

  • Whipped up some docs for cl-pcg. I think I'll just call it released in the next day or two and see where it goes from there.

2017-03-17

  • Watched a big chunk more of the Unity course. I've made a bunch in Unity already but it's good to follow along with a class and fill in all the gaps in my self-learned knowledge.

2017-03-20

  • Added a test harness to cl-pcg. Need to write a couple of simple tests.
  • Worked on the game a bit more with my team at the end of class.

2017-03-21

  • Watched "5 Bits of Good Game Design from 2015" GMTK video. I especially like the bits about downtime in games and about giving players a reason not to do something (like saving or killing every enemy).
  • Fixed a nasty bug in our game. Multiplayer is hard (at least in Unity).

2017-03-22

  • More game bugfixes in the lab.

2017-03-23

  • Pushed v1.0.0 of cl-pcg. Time to move on.
  • Added a simple Monte Carlo player to cl-ggp. It'll be used as an example during my ELS talk. Also added some additional GDL cleaning to cl-ggp's reasoner.
  • Looked around for a simple, cross-platform way to just play a WAV file from Common Lisp (or at least from C (which I can wrap with CFFI) but apparently nothing exists. Computers are awful.