I still think I have some hurdles. I’ve gotten a lot done, though.
Here’s what I have: clouds, basic flocking, some models for fish and the ship, and a couple miscellaneous other items and scripts. I’ve been focusing mostly on new modeling techniques, researching clouds and shaders, and animation.
Here’s what I still need to do: more complex flocking, finished models, a few spawning scripts, and more complex animations. Mostly bulk work I think; I need to put in the hours and it’ll get done.
Most of the last week’s work on GraphLambda has been spent porting from the Processing environment to Eclipse and implementing various under-the-hood optimizations. Accordingly, the visible parts of the application look very similar to the last incarnation. The main exception here is the text-editing panel, which now provides an indication that it is active, supports cursor-based insertion editing, and turns red when an invalid string is entered.
- Mysterious crash on long input strings has vanished
- Drawing into buffers only when there is a change so I’m not slamming the CPU every frame
- Working entirely from absolute coordinates now
- Real insertion-based editing of the lambda expression, complete with cursor indicator
- Context switching from drawing to text editing
- “Tab” switching between different top-level expressions
The biggest issue that still remains is distributing the various elements of the drawing so that the logical flow of the expression is clear. Once this is done, the drawing interface must be implemented, including a method of selection highlighting.
- Overlap minimization
- Lay in the rest of the user interface
- Selection and selection highlighting
- Implement tools
- Named inclusion of defined expressions
- Pan and zoom drawing window
This is my skech for the final project.
I’m making a physical prototype for the device on the hand. It looks like
The next step I need to make a feedback prototype to give feedback for people and write code for the feedback system.