We all have ups and downs
We all have our ups and downs. It is a difficult thing to get through. Everyone gets thru it in different ways, and everyone gets affected in different ways. And I start with this because I have been having some shallow lowes this week. It has been affecting me in different ways, and when it comes to programming, it has been affecting me the most.
Even in my work life, I have noticed some differences in my mood and willingness to do stuff. But I just need to take it easy and figure stuff out.
BitEngine Update:
Even tho I have had some ups and downs this week, I did make some progress on the engine.
The first thing that I did and the last thing that I talked about in the previous post was scene hierarchy and a properties panel. I did add the hierarchy panel last time, and now I can announce the properties panel. Complete with Components and properties.
No, but back to the serious side. I added a properties panel to complement the hierarchy panel. There were a few things that I needed to work on it to make it work nice and cooperate with everything else in the code. For example, I needed to change some stuff in the scene camera class to change some variables at runtime, And also to have support for a perspective camera, as well as I needed to re-think the recalculation for the projection.
But after that, all the components except Native Scripting now display and can be edited from the properties panel. You can now add and remove both entities and components from the editor as well. Entities can be removed from the hierarchy panel and components from the properties panel.
After that, I wanted to take a break from adding stuff and just sat down and fixed some style stuff, which I don’t know if I like and will probably just change in the future. But it will have to do for now.
Next on the list was Scene serialization. To go away from the “Hard code stuff” I need to be able to save and load scenes from a file of some sort. And this problem can be tackled from a lot of angles, but I went with the same solution that unity uses. And to achieve this, I am using the YAMLcpp library. And I do this just to make it easy and just so (as I always say) not to spend weeks developing my own thing. Of course I have plans to write my own thing just to learn and understand how it is made and all that stuff. But in the meantime, I think it will work. But yeah, I added YAMLcpp to the project, and after a few frustrating design choices, I have successfully added a save and load/open feature.
The last thing that I did for the week was just some small clean-up things like making it not crash when you add a component that an entity already has and small stuff like that.
That is sort of all for this week. It has been a slow week, and that is just because as I said in the beginning. I have had some ups and downs, but I’m hoping for a productive coming week.
But this is it for me. I hope that you liked this week post, and I hope to see you next week.
“Even if you have weeks of no motivation and will to develop, keep ongoing. Work on the small stuff. And in time, you will get that spark you always have inside of you!”
-Official404