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InfluxDB
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SaaSHub
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Plink Tried out the new Visual Studio 2022 flame graph. Profile-guided micro-optimization came through when it shouldn't have.
The engine itself had a few fixes which were planned for a 2021 tutorial which wasn't finished, those changes and panned ones are listed here and include things like a dedicated data directory, most modules being moved into a package, an updated color scheme, automated linting, and automated deployment of Win/Mac/Linux builds. Since then I didn't do much other than test a scene graph implementation that I've mentioned previously.
My fork is here in case anyone wants to see or use it themselves. Any important updates were merged into a develop branch which is now the default branch. I also just tested deployment so you could check the built releases here if you want to play it, I have no idea how well the Mac/Linux builds are running right now.
Oathbreaker (GitHub, initial writeup)
Fruit Economy - itch.io | latest devlog | ghHey Everyone, For the second week in a row things have been rather crazy at work, so I've not been too upset about my disrupted plans... Most of the performance-related code changes I wanted to get done were complete on Wed [0], but there were still some annoying rendering artefacts mostly around resizing the screen and mouse movement. I could hide the mouse movement issue, but I'd rather fix it properly. It's mostly a case of not passing enough context or too much context to the memoisation. Basically, at the moment I'm re-rendering everything if anything changes on the game-state side when I really should be splitting up the re-renders to be more specific to rendering only the subset of tiles that have changed or grouping tiles into small regions and rendering stuff at a region at a time. Also, because of this, I didn't tie re-rendering to non-game-state stuff, things like resizing and mouse movement are waiting on a game tick to actually be updated. Bad on me for being lazy I guess, so that's a thing to get sorted out, but I'd like to also add in a gameplay thing, two weeks is getting dangerously close to going a month without making any gameplay improvements, which is bad. So that's definitely something I need to prioritise for next week.As always, questions welcome!- Folcon `-[0]: You can peak at stuff on github if you're interested ;)...