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Nov. 17th, 2015

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Nov. 17th, 2015

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: Richard O'Brien - Over at the Frankenstein Place
    Tags:
    • programming
    posted @ 06:37 pm

    wrote up some really basic texture sheet support but i haven't been able to test it yet b/c trying to generate a map using more than one material type blows the stack (presumably due to some mess of accumulated thunks involving the random monad, which is the thing i have to change to spawn different materials)

    so i guess i should start tuning the code for efficiency. first time/space and then strictness, because i understand the former a lot better than the latter. so coming up: using Vectors with a k -> Int indexing function. a lot of operations go from O(n) or O(log n) time to O(1), which is nice, and important given that the small maps contain ~16k keys and the large maps contain an (unnecessarily large) ~440k keys. actually they only need to store ~23k keys, so uh that is up there on the to-do list also: more efficient sampling of neighboring chunks when generating geometry. the only real downside of using Vectors over Maps is that i'd have to write my own union/intersection code, instead of depending on Data.Maps eight million variants.

    after that... uh trying to fling strictness annotations all over until things stop breaking, i guess?? i really don't know how strictness works.

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  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    • Current Music: The Killers - Joy Ride
    posted @ 08:49 pm

    i listened to day & age a whole lot while making morrowind mods and to this day there's a mental connection between the two. just building out cave complexes, decorating them with plants and glowing crystals, adding chests, etc.

    all my house mods in morrowind were cave complexes. i wanted to hang out w/ the bandits you found scattered all over.

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