Git Copy PY Script

I found a set of git tasks was taking non-trivial time to checkout and push between repositories. I couldn’t find docs for a (working) git command sequence1 that pushed branches from one remote to another; so I wrote a python script to checkout a branch to local then push it. Once I was sure that it was running; I could reallocate my attention to something more deserving of my talents.

Scala Extractors

Scala’s extractors and unapply() represent a concept that I haven’t grok’ed until now. Most demonstrations seem to be too long or use the same types everywhere. Here are my thoughts on the concept; val a: C = ??? val i: I = ??? i match { case a(f: O) => ??? } This will try to call the below method class C { def unapply(i: I): Option[O] = ??? } There’s some more flexibility;

Whippet

I made a semi-cache coherent container which provides an Entity-Component-System. These are the bones of contemporary game-engines. This post is a bit crude; I keep thinking about it then adding features to Whippet instead of writing this up. Whippet on GitHub Google built CORGI which isn’t (yet?) trying to act cache coherent. It also is more than trivial to build, and suffers from NIH for me. Actually; that last bit isn’t likely to be a problem for most, but I didn’t like their license.

Of Entity-Component-Systems

I made a semi-cache coherent container which provides an Entity-Component-System. These are the bones of modern game-engines. This post is largely a gooey weasel opinion piece. It started as an introduction that grew out of control. So, for now, it’s just a bit of rambling while I clean-up the documentation for my tool. Of Entity-Component-Systems Among other things, Jason Gregory’s book Game Engine Architecture discusses the concept of a data-driven architecture for game software.

Cmder in TortoiseHG

Have you used TortoiseHG? It is lovely! Have you used Cmder? It is lovely! If you … setup cmder to launch from the command line open TortoiseHG Workbench > File / Settings > TortoiseHG / Shell put cmder %(root)s into the Shell field … then you can have these two lovely tools holding hands and kicking-bugs!

Open macOS Terminal in Folder

In January of 2018, you can launch macOS’s terminal with the command /Applications/Utilities/Terminal.app/Contents/MacOS/Terminal1 I have (to use) a macOS computer. I choose to use TortoiseHG because it is lovely. TortoiseHG has a “launch the terminal” context menu entry. Under macOS, you need to specify the terminal command that TortoiseHG should use. You need this, in your preference, to launch the terminal in the repo; /Applications/Utilities/Terminal.app/Contents/MacOS/Terminal %(root)s https://stackoverflow.com/questions/4404242/programmatically-launch-terminal-app-with-a-specified-command-and-custom-colors [return]

Moving Platforms in Unity3D

This is a short example of moving platforms in Unity3D. Based on this tweet, I spent … 30 minutes? Maybe? putting it together. This writeup took longer. The approach uses two behaviour classes to achive the classical effect of moving platforms that follow some path. mark some empty GameObject as Waypoint instances give each Waypoint a next field attach a Mover instance to your platform(s) drag the platform towards the next Waypoint at a fixed rate when you’ve reached the Waypoint, continue with its next one My example;

Adventures in Demo Making

I should just “blog” informally more often - so here goes. I’ve cobbled together a toolchain/asset-conditioning-pipeline of sorts for demoscene type stuff. My system is written in Scala on Gradle and functions by emitting C/++ and CMake files for Visual Studio. All of this produces a C/++11⁄14 and GLFW/GLAD/OpenGL4.3⁄4.5 executable that displays someone else’s ShaderToy project. Nothing revolutionary, but I’m after pretty-code that I can keep using rather than actual hard “street cred” quality demo results.

(Scala) Delay Run

I wrote a threading primitive and I’m very pleased with it. I plan to wrap all of my “save file” things in this, from now on. Delay Run This class acts as a sort of “once inactive for X do Y” pattern. In my design, I’m wrapping my save actions in it and triggering schedule() after practically every edit. The class is passed a delay: Long value to specify how long to actually wait - I’m using 1.

Gradlification of FlexDock

Some clever clogs made a snazzy tool called SciLab as another not-MatLab.1 Flex Dock is the framework that (I think) they developed for docking frames. It’s not in Maven Central so I’ve forked it and deployed it to my own repository. convert the build The actual conversion was embarrassingly easy since the gradle importer stuff really works for this sort of thing. As a matter of personal preference, I re-arranged the build scripts to be a single file but otherwise left them as-is.