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Q3 2024, Elegy

· 5 min read

3rd of September, 2024

Very epic news! If we look back at April this year:

Congrats! A door that will never ever open. I did also think about triggering and stuff, I even went ahead to modify TrenchBroom a bit so I can have autocompletion for these triggerable events, e.g. mydoor.Open() can be a valid keyvalue. However I need to experiment more.

You'll notice I didn't exactly have triggering implemented. I only thought about it. Well GUESS WHAT.

Hybrid ECS: The Sequel

I have extended fennecs with my own stuff on top, in a separate library which I might as well release in its own NuGet package! Eventually.

Q3 2024, Miscellaneous

· 3 min read

21st of August, 2024

Alright, let's see what I wrote about last time...

Mental health.. mhm. Yeah, it's good now. I fixed my sleep schedule, too, I managed to wake up at 7:40 this morning and have proper pre-11:30 breakfast even. Back then it was a scramble to have brunch before 15:00, hah.

The VRChat + Virtual Desktop hack still works, annnd I've yet to actually automate it. Because of course, that's how it goes. My brother managed to complete Boneworks, Bonelab and Half-Life Alyx, all before me.

Q2 2024, Elegy

· 5 min read

15th of April, 2024

As of recently, the Elegy team has officially gotten a new member! A friend of mine, Amara, is gonna contribute to the tooling and stuff which is very epic.

The Great Discombobulation

A big change happened again. The engine subsystems have become separated from the engine. Now the engine is basically an application framework, and using code generation it automatically initialises and launches various engine subsystems.

This way tools will only use what they need from the engine, and won't pull unnecessary dependencies with them, reducing needed filesize and stuff.

Hybrid ECS

A couple weeks ago I experimented with a hybrid ECS that supports Source-style entity OOP... now I've thought up of a concept that might just make that obsolete. My idea for entity components was basically twofold: massive data processing and entity traits.

I experimented with the entity parsing a bit further, and was able to elegantly make it work using code generation. It's very powerful, I must say!

Q2 2024, Miscellaneous

· 4 min read

15th of April, 2024

Wew. I'm happy to say I've already reached a few goals I set for myself in January:

  • mental health good
  • started a HL mapping series
  • got a real good microphone & audio interface
    • and a guitar
  • started making videos in 1080p

Elegy is en route to becoming more and more usable, so that's cool.

Q1 2024, Elegy

· 4 min read

24th of January, 2024

A couple weeks ago I experimented with a hybrid ECS that supports Source-style entity OOP... now I've thought up of a concept that might just make that obsolete. My idea for entity components was basically twofold: massive data processing and entity traits.

Entity traits would "inject" functionality into entities, and honestly, I think this is just the way to go. FGD files would become entity archetype descriptions at that point:

@BaseClass = Door
[
Door.Angle(string) : "Open-close angle"
...
]

@SolidClass base( Door ) = func_door
[]

@PointClass base( Door, Model ) = prop_door
[]

Q1 2024, Miscellaneous

· 5 min read

8th of January, 2024

Sretna nova! (or srećna as our eastern neighbours would say it)

2023 was full of ups and downs and ups and downs, and I'm finally feeling a little more stable now. A short overview of what happened throughout the year:

  • January: started the Elegy Engine project, wrote some raymarching shaders
  • February: worked on a secret lil' GUI tool project
  • March: cemented the Elegy Engine project, played with Veldrid, ported Unreal-style water to Godot
  • April: got a job, started working on my college game project (in Unity ;w;)
  • May: got used to the job, started working on a commercial Source game on the side - Amygdala

Q4 2023, Elegy

· 2 min read

23rd of October, 2023

The material system is now a thing. It can read Quake 3-style material definitions like these:

materials/tools/nodraw
{
materialTemplate NoDraw
{
// TrenchBroom dies upon encountering quotation marks here, so do not use them
map materials/textures/tools/nodraw
}

compilerParams
{
// Stripped away
Nodraw 1
// Nodraw implies that lightmap will be 0, but yeah
Lightmap 0
// This one will probably need tweaking. If we ever end up
// using brushes for collision acceleration, this will have
// to be 1.
Collide 0
}
}

Q4 2023, Miscellaneous

· 3 min read

7th of October, 2023

Woo! We are in October now. The crunchy and stressful period is mostly over now, as I finished the deadline on job 2.

Also egh, I am getting tired of my chair. I bought it like 3-4 months ago, and it was extremely good at the time, but it has kind of lost a part of its volume and I am tired of not being able to adjust the back rest angle. Another thing I didn't account for is the fact it gets super warm after a couple hours.

Well, good thing is, I have standards now. I found a far far better chair for like 310€ and I'm really thinking about it, but TBH it might be better for me to wait for Christmas or something like that. We'll see.

Oh yeah, also, I recently bought this microfox.dev domain! If you are viewing from admer456.github.io/slice-of-life, which is highly unlikely, you should check out the new one now. Nothing is different, I just have my own sorta thing now.

Q3 2023, Elegy

· 3 min read

29th of July 2023

I’ve been having a lot more ideas for Elegy, regarding car destruction, lightmapped day-night cycles, and I figured out how I’d approach its UI system. Neat.

10th of August 2023

My schedule is finally clearing up and I will be able to work on Elegy again soon.

Q3 2023, Miscellaneous

· 5 min read

29th of July, 2023

Been busy with my jobs.

Half-Life software-style water has been shaderised: https://www.shadertoy.com/view/ctXyW8
Bacontsu is trying to get it into a HL mod, which is neat.

My hair is pretty long. I love it.

31st of July, 2023

It’s the end of the month and damn is it a good one. Yesterday, on the 30th, I made software water in HL OpenGL, again. This time, it’s way better and more proper. It’s a proof of concept still, and it needs to render water surfaces from the BSP. It’s currently rendering one big water plane, plus we need to work out texture scaling and parametrisation.

10th of August, 2023

Cousins left yesterday. It feels pretty weird without them, and there is an extra weird / half-depressing feeling when it’s the end of summer and school is about to start. I then realised, oh, I don’t quite have to suffer from that any more. It’s a little different for me now.

I completed most of HL SDK Programming 4.1. It is going rather splendidly.