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Configuration scripts - part 3

In  Part 1  I described the configuration system in the engine. In Part 2  I described the reason and thoughts behind the topic: Designing intuitive API that makes sense. Now time for Part 3. This time we will analyze changes in script and reason behind it.  Compute shader script Let's start with the simplest compute shader script that doing anything : Compute {      ShaderFile  =   "sys://Shaders/ComputeShader.glsl" } New version: Compute {      Shader .Bind ( "sys://Shaders/ComputeShader.glsl" ); } This may look like a small change but it brings consistency to script. From now on there is only function style calls with ';' at the end. Defines Let's now add Define to script. In original format this would look like this: Compute {     Define ( "MY_DEFINE" )      ShaderFile  =   "sys://Shaders/ComputeShader.glsl" } The new one is more flexible and allows to do it in 3 ways: 1st: Compute {      Shader . Define ( &

Configuration scripts - part 2

In Part 1  I described how my configuration script system works. Part 2 will focus more on the real reason why I decided to write this post: Designing intuitive API that makes sense. The more I code and work on complex systems the more I see how important good API is. There is of course 1001 articles describing how to do that and if you are searching for one of them you are not in the right place.  My focus will be on my personal evolution in a way how I think about API. Whole thought came from improving compute shader scripts. They had a really simple form: Compute {      Define ( "MY_DEFINE" )     Reg (0) = UserImage (0, "Write" , 0)      Reg (1) = UserTexture (4)      Reg (2) = UserTexture (5)      Reg (3) = UserTexture (6)      Reg (4) = Texture ( "sys://Textures/Texture.dds" )      Reg (5) =  UserTexture (7)      ShaderFile  =   "sys://Shaders/ComputeShader.glsl" } This was nice but defining N users texture regis

Configuration scripts - part 1

This may sound weird in days where everything needs to have some kind of UI but the recent time I spend upgrading some of my configurations scripts. My current workflow is to define parsing rules and generate from them parser. To give you an idea what I talk about this is simple rules for the logging configuration file: %name     = LogConfig   %% .input : /* empty */        | LogAllow .input        | LogBlock .input        | AllLogBlock .input        | AllLogAllow .input ; LogAllow        : 'LogAllow' '(' $(CStringID) ')' ';' ; LogBlock        : 'LogBlock' '(' $(CStringID) ')' ';' ; AllLogBlock        : 'AllLogBlock' '(' ')' ';' ; AllLogAllow        : 'AllLogAllow' '(' ')' ';' ; %% It allows me then to parse a file that looks like this: LogAllow("Crash"); LogAllow("Assert"); LogBlock("Scripts"); LogBlock("Audio&qu

Hobby or Work

Interesting topic for a post came recently to my mind when one of my friends commented on me taking a day off from work to relax as: "Anyway, you will wake up that day and work." This was, of course, comment on me developing LBA remake in my free time. What is interesting about it I'm not fully sure what to think about it. Because how what I doing in my free time is different than other people's hobbies? On another hand how it is different than what I do in a work? What is a hobby? All of this thinking brought me to this simple question on which I don't have really a definite answer. In the end, what is a hobby for one person can be a work for others. There is a lot of examples of that:  riding a bike, skateboarding, painting, drawing, writing stories, creating graphics, woodworking, restoration of items, fixing electronics, traveling, singing, dancing and even stuff like cosplay.  All of that and a lot more can be a hobby but at the same time, it c