now in hidalgo, the searches are more faster because of a persistent cache created on the home folder
and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching
in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)
now in hidalgo, you can search using wildcards for certain file types!
and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads.
added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics
planning to add local cache and hook to the system calls (not inotify too slow)
i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows.
now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything.
for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli.
new rewritten camera system without the mouse, based on chase camera method
using currently this 3d model. all credits to designer soup
added obj mesh rendering of the plane
added rendering different plane colors
currently i plan to add enemys, projectiles and multiplayer support
on this devlog, i added better physics more focused in gameplay (still not perfect but better than before)
added flat shading with directional light
added new physics engine
added restriction to not go above floor
currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane.
in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite.
added green lines on the ground to make it like 3D
currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background.
i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast).
i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks.
currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes.
now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls.
its still just a triangle with controls for now, but finally it’s taking shape now
(https://imgur.com/a/D3RhBLy)
from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics.
its still running in the console for now, but the aircraft can finally respond to player input.
for the next devlog, i want to implement rendering and camera
(https://imgur.com/a/xCKDbTZ) for gif
i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay.
in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense.
now it only runs tests programs to check if the physics is alright.
next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2).
devlog #4 - audio engine, new ui and linux build
added sound support
fixed a bug in the draw instruction missing a “break;”
fixed a bug in math operations that bugged the collision in some games (brix and pong)
readme rewritten for better clarity
new user interface
added linux support
(sorry for bad gameplay)
devlog #2 => initial cpu core
implemented the first functional version of the CPU core
currently, the core architecture is kinda of working, failing mosts tests i made (the tests could be wrong lol). even if it was working, still it is incomplete, more instruction, addressing modes, accurate flags, cycle timing, interrupts and variant-specific behavior remain to be implemented.
devlog #1 - not yet working
added basic cpu intialization, memory read/write functions and hardware reset using $FFFC/$FFFD reset vector.
devlog #3 - (not so) final release
added rendering with SDL in a separate window
added the remaining opcodes for running all chip8 demos/games
fixed the shortcut to exit the emulator (ESC)
devlog #2 - small corrections
what changed:
separation of cpu and display responsibilities into dedicated implementation and header files (cpu.c/cpu.h and display.c/display.h).
decoding of the x and y registers (in cpu cycle) is now performed once before opcode checking, eliminating redundancy within each switch case.
removal of legacy debugging routines and standardization of video buffer handling. (basically same gif as before)
devlog #1 - writing a emulator
i built this (not so) simple emulator for the CHIP-8 architecture
what’s working:
4kb ram, 16 registers (V0-VF), Index (I) & PC (0x200)
opcodes: clear (00E0), jmp (1NNN), 6XNN and 7XNN (math basically), index (ANNN) and sprites (DXYN)
rendering in ascii (thinking about changing it to sdl2)
todo:
full 35 opcode support
keypad input
(maybe) migrating to SDL2