Despite my intentions to keep this blog updated fairly frequently it would appear that we’re at end of this year. As such I have decided to do a retrospective post of the year (at least for me, as it’s my blog after all!).
jc Compiler Development Log #2: March/April/May 2020
The last few months have been rather hectic (both in terms of compiler development and life in general) so I reckon I should probably do another development log to cover the large gap since the last one.
jc Compiler Development Log #1: February 2020
After the last development log set the scene, its time to start digging into the actual development of the compiler. I did a lot of work this month, and while the language is not as developed as I’d like it to be in some areas it is much further developed in others. I should also clarify this post is not in chronological order of feature development. Without further ado, let’s jump in!
jc Compiler Development Log #0: Intro/January 2020
I have a penchant for ambitious projects. The ambition of the project that concerns this blog series will come as no surprise to anyone familiar with my older projects. Nevertheless I thought it was about time I started posting about it.
Jankenstein: A Global Game Jam 2020 Postmortem
Last weekend I took part in this year’s Global Game Jam and made a really silly game with some super awesome people. Naturally I figured I should do a short postmortem of it like I did last year.
Cube Game but in AR: Kuraima Postmortem
I started the year by posting a postmortem on this blog and I figured I’d end it in the same way.
Separating Axis Theorem Collision Detection For Fun And Profit
This month I ran into a fairly large brick wall with my 2D collision detection code. Up until recently I had been using exclusively (AABBs).
For a project I’m currently working on I finally ran face first into the limitations of this method. The main issues were that AABBs don’t support rotation well and are difficult to perform collision checks with other shapes. Luckily I found an alternative solution through the separating axis theorem.
Hot Reloading C++ Code (or How I Learned to Stop Worrying and Loathe the Linker)
CAVEAT: I am by no means an expert on these topics. Your mileage may vary.
Recently I’ve been programming a stealth game that I’m going to use to test two different AI techniques. To try and achieve this in a timely manner I did a bit of digging into hot-reloading C++ code. I’ve compiled what I discovered and developed into this blog post.
Going Home: A Global Game Jam Postmortem
Earlier this month I took part in the Global Game Jam. It was a great experience and I was lucky enough to work with people who either had a lot of experience with game jams or none at all. We ended up making a rather interesting experimental horror game.