Posts tagged #programming - Page 1

Take a Deep Breath

OK, so far, so good. I haven't majorly neglected to make a post, and I think my writing style is slowly improving, so at least the main goal of the site is progressing well!

  • glaciate: I got around to finishing off the few changes I outlined in my todo list.

A huge change is that I refactored how the blog generated, which had the added benefit of making massive improvements to post previews (note that it actually shows a completed paragraph now rather than cutting in the middle of a sentence) and fixing bugs with post preview and the next/previous button.

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Spring Cleaning

  • gamedev: uhh I said I'd make a post about my current project, that is still coming, I just got a bit sidetracked in doing my, uh, spring cleaning over here.
  • glaciate: this one is gonna need a bit more...

Last post I mentioned doing a few changes...well, I've gone considerably overboard since then. Think of this as a detailed changelog.

  • Removed the font for the logo and am now only using one font. Loading an extra font just for one use seemed like a waste.
  • Increased font size and line height. Posts are especially more readable on mobile.
  • Changed the background to pure white for increased contrast.
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Palette Shifting Effectively

Sail image by Peterson Freitas (Creative Commons Attribution-Share Alike 4.0 International)

Hello! It's been quite a while. I've been trapped in this cycle of trying to figure out what to write, finding it not good enough and then just deferring what to write even longer and I can't say it's been a great move. Before I move on to the topic, I'll put a little update:

  • I have started my final year and my honours project! It revolves around natural language parsing and I will surely write more on that in time.
  • I've been doing occasional streams varying between gamedev and academic. I also updated the site to display when my stream is live some time ago.
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The Legend of the Usable UI Library

Finding the Solution to a Consistent Gripe

There are a lot of things to love with MonoGame (and by extension, C#). Interfacing is not one of them. By that, I mean, there is absolutely nothing that MonoGame provides to deal with it, you must make use of an interfacing library or roll your own code...except, there are actually very few interfacing libraries for C# and the ones that do exist are either needlessly complex or completely lacking (but odd design choices make them difficult to extend to your needs).

For some time, I found relative success with Squid, a blackbox library where you provide the rendering implementation and gave it inputs and it would take care of the logic, and it sortof worked, but I met 2 issues:

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