Welcome to StaudSoft's Synthetic World 0.2! It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches. Although it looks like a normal game engine, everything in the game is based on voxels. So everything you see can be changed. You can cut down trees, build a house or dig into the ground!

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Implementation: The keyboard and the LCD code is finished. The 3D models also are and the IO library is loaded into the virtual CPU. Next is debugging the stuff..

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18.4.2018

Wrote all the code for the new tree system. Will test it in the next days!

Today I also worked on the CPU modul. When placed in the landscape it can execute programs and so control lamps, doors, ...

20.4.2018

To make it more clear what I do I will add to every tweet: Planning, Implementation, Debugging.

Planning means that I am creating a plan how to implement something.

Implementation means that I create the actual code.

Debugging means that I test the code and try to find the errors. Usually this takes the longest.

Implementation: Connected now the compiler to the CPU modul. The next step is now to add a window in which the player can enter the code and then let it compile.

Planning: I thought of a new way to store trees and also buildings, so that they can be displayed in the background landscape.

23.4.2018

Implementation: Made the GUI for the CPU where you can add source code

Implementation: Started to work on LCD‘s and keyboards

26.4.2018

Implementation: LCD is finished. It will use a simple text mode interface which can be controlled via a program.

Implementation: Added a special client component which directly reads out the keyboard.

30.4.2018

Implementation: The keyboard and the LCD code is finished. The 3D models also are and the IO library is loaded into the virtual CPU. Next is debugging the stuff..

Implementation: Digged out an old real time raytracing library of mine. We will see what I can make out of it (perhaps real-time global illumination). But this will take some time.

Debugging: Corrected bugs in the old non-voxel part of the engine. I will use this to debug the AI once it is implemented.

Planning: I am nearly finished with the design and the scientific paper about the new AI language. The only thing I still need to do is to write the introduction (this is a part of a paper where you write about people who have done similar things).

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