Think I finnally tracked down an issue with the codefarts website where there would be wierd duplicate blog posts showing up.
Been working off and on for a while now of refreshing the codefarts.com website to be responsive and look good on any screen size and across different browsers.
I thought I'd post some screenshots & video even though it's not quite 100% done yet.
I'm back from picking Matsutake. Unfortunatley it was a early and short season.
*Sigh* Were still a lot of mushrooms out there but unfortnatley circumstances being what they are the areas I pick and the way the industry is being run I'm really getting to the point where I just don't want to do it anymore, for various reasons.
I have also been looking through the asset store and think I have an idea for a new project that has not been addresed yet. Not sure I should start yet another new projet but it is tempting seeing as how there does not seem to be a solution availible.
I'll be heading up north again on the 20th of August 2015 to pick Pine Mushrooms (Matsutake) and will be back some time in October.
http://www.codefarts.com/GridMapping/ 2.4.x should be available shortly thereafter with a new extensible layering system via plugins, a new undo system (that can also be used in game) and few new tools.
Hopefully soon I will be able to release v2.4.x of my Grid Mapping project. v2.4.x will include a new layering system that supports plugins so that developers can create there own methods for managing how they want to organize there layers.
Unfortunatley I have come across some unforseen problems. For the most part the new layering system is done but needs further testing. During some recent tests I discovered an issue regarding Undo & Redo, particularly with the unity editor API's. The unity editor API's for undo and redo are not very good at all at providing detailed information as to what exactly was undone or redone. For example I don't know of any way to track what objects were deleted but then restored via "Edit->Undo".
This creates problems with the new layering system where the layering plugins that track game objects can get out of sync. I'll give you an example with the Pencil tool. Draw three cubes in a row, then erase the middle cube with the pencil tool by right clicking on it. Now click "Edit->Undo" and the middle cube that was erased should be restored. Here in lies the problem. The layering plugins who were tracking the creation of all three cubes, and the deletion of the second cube does not know that the second cube has been restored via Undo. Worse then that unity to my knoledge does not provide a way to report what objects or actions were undone. So the map shows all three cubes but the layering plugin thinks that there is only two cubes drawn on the map.
This has led me to consider making a custom undo, redo system specifically for GridMapping, or perhaps a undo/redo system that can stand on it's own. This will allow me to get detailed information about what exatly is being undon/redone but if the user uses the unity Undo system via "Edit->Undo" there can still be issues that arrise.
See the project page at http://www.codefarts.com/GridMapping/ for current features and documentation.
Just a head up I will be traveling out of to town to pick Morel Mushrooms this week and will not be back until late June or early July depending on the season.
Unfortunatley I will be 200km out in the middle of nowhere with no cell or internet service so I will be incommunicado for a few weeks. Sorry for any inconvienince this may cause you in terms of technical support.
GridMapping v2.4 is activly being worked on and I have already implemented a new plugin based layer managment system, but I still need to finalize and test it for stability. You can expect v2.4 to be released some time in July 2015.
A updated version of Grid Mapping is availible on the unity asset store!
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.3.8 - May 2, 2015
A updated version of Grid Mapping is availible on the unity asset store!
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.3.7 Change Log
Have not made any blog posts on this site for a while. I was up north picking Matsutake for a few months in the fall.
I have added CodefartsCore to the products page. CodefartsCode is the core set of code I use with all my unity projects and provides simple localization, settings, and a user feedback functionality.
UnityTesting has also had a few updates and is available on BitBucket at https://bitbucket.org/createdbyx/codefarts.unitytesting. The current version is v0.3.0
I have made a few more updates to the UnityTesting project to make it more user friendly.
I have started a new playlist on the Codefarts YouTube page titled "In Development Previews". This playlist will be where I post previews and progress on the various projects listed here on the codefarts website.
The fallowing three videos are from a new level editing project that is currnetly under development. It is a minecraft style project but unlike minecraft this map editor allows for blocks to be dynamically resized along the y axis. This video is simply a performance test. I recorded this on a Surface Pro 2 8Gb/256Gb tablet.
It is a project I have been meaning to work on for a few years now. It is still early stages and has gone through a number of trial an error phases but I am starting to make some progress.
Like Minecraft the map consists of stacked blocks that are 1x1 wide/thick. Unlike Minecraft each blocks height can be dynamically resized and are not set at a fixed height.
Maps are 128x128 and broken down onto chunks consisting of single meshes. Each chunk consists of 16x16 blocks.
Loading maps occurs asynchronously. The level editor is still under development so the asynchronous loading still needs to be smoothed out a bit more.
In this test the loading code is doing work for 3/4 of a second before allowing other updates to occur, resulting in low and stuttering response times. More work also need to be done to improve map loading performance.
The map seen in this video is from a 2001 game called Magestorm.
https://en.wikipedia.org/wiki/Magestorm
QuadMenu for unity is a simple hiarchical menu system. It uses interfaces for layout/animations and interfaces for visual components so you can add further functionality. Will be availible for Xna, Silverlight & Unity3D.
I did'nt catch a bug when I moved the site over to the new code base. The feedback form on the About Us page was not working. It should be working now, but the current code base for some projects on the Products page still use the old feedback api and will have to be updated as well.
I'm also going to have to integrate a custom captcha system that can be used within unity when providing feedback. I'm already starting to see a few spam messages being submitted through api.
Ok, so as usual all I did was fiddle fart around and really did'nt do or change anything to the new code base and voila, like magic it suddenly decides it's going to start working. /sigh
So as of this post the Codefarts website is running under a new code base, ... again. API pages like this one appear to be working as intended.
I've blogged about the related code changes on my other website at http://www.createdbyx.com/post/2013/12/18/CMS-theory-for-websites-part-1.aspx. At the bottom of the post I made a note since I originally wrote the post back in march 2013 I have since written a entirely new (and more simplified) web server back end and have ported the local copy of my codefarts.com website over to it. I’ll be making future posts regarding this new system and the reasons why it is even better then the custom built MVC clone I described earlier in the post.
So with any luck the site will stay up and running until I need to make additional changes, and add additional features. Particularly some kind of commenting/forum system.
It was taking too long to figure out what was happening so I reverted back to the old code that was running the site. The SDK documentation pages should be back up and running.
I have a domain setup just for testing the site before going live on the codefarts domain but as usual I did not take advantage of it when I should have.
The site may be down periotically I have changed code bases and as usual as soon as the new code touches the internet ... Armagedon. /sigh
Right now the api documentation pages are not working and throwing a server error. I'll be working to get them up and running asap.
I have been back from mushroom picking for a while now but have yet to post a update. This is because I have been trying to rebuild and consolodate my various projects down to a single location.
I had 4 running copies of my projects. One on my laptop, one on my desktop, one on a usb key, and one on google drive. The laptop and desktop were google drive synced, but there seemed to be a issue with syncing. Specifically numerous files and folders were being duplicated with a "(1)" attached to the end of there names.
This was causing issues with my local git repositories and with unity. So I have been busy comparing projects to figure out which one has the most up to date copy and delete the other copies.
Other then that I have been working on a my Grid Mapping project and doing a little work on this website.
Unfortunately my various programming works don't yet earn me enough of an income to live on, so I have to generate the monies by other means. I'll be heading up north on the 20th of August to pick matsutake mushrooms until mid October or so.
As always I'll have my laptop with me but there is no real guarantee I'll have time to get any real work done. Rest assured when I return I'll be hard at work again on the various projects.
All projects now have API documentation powered by the Codearts.XMLDocumentationReader library.
I have also made a few more incremental tweaks to this website theme.
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.3.3
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.3.1 - v2.3.2
I am back from picking mushrooms and have gotten a little more work done on my Grid Mapping tool.
The next release (v2.3.1) will be a simple code clean up and audit getting the code to conform the default StyleCop settings adding more xml documentation and in line code comments.
During my free time I also had the opportunity to create a simple game. I am planning on releasing it as a complete package on the asset store.
Unfortunately my various programming works don't yet earn me enough of an income to live on, so I have to generate the monies by other means. I'll be heading to High Level, Alberta May 26, 2013 to do some Morel picking for at least a few weeks.
I'll have my laptop with me but there is no guarantee I'll have time to get any real work done. Rest assured when I return I'll be hard at work again.
In the mean time I have released a new C# imaging library.
The generic imaging library is a portable class library written in pure C# designed to provide generic bitmap manipulation capabilities without any reliance on external dependencies.
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.3.0 changes
See the project page at http://www.codefarts.com/GeneralTools/ for features and documentation.
v1.6.1
v 1.6
See the project page at http://www.codefarts.com/GridMapping/ for features and documentation.
v2.2.0 changes