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Logic World Wednesdays: The Thursday Edition IX
Ive added two features to the input system that have been on my wishlist for a while: theres now proper support for gamepads or other analog input, and MIDI inputs now Just Work as if they were keyboard keys. [previewyoutube=oiH68X_cVbs;full]{% youtube oiH68X_cVbs %} [/previewyoutube]
Ive made a few additions to the building mechanics that help with the mass placement of components and wires. [previewyoutube=saK3ek47CvY;full][/previewyoutube]
I really love Flags, and I couldnt resist adding one or two more features to them [previewyoutube=tflCBr0Rcdc;full][/previewyoutube]
Last week I mentioned that I was hoping to optimize the loading of Flag textures by converting them to DDS. Well, I decided to go a different route and use dynamic texture loading. Instead of loading all textures on startup, the game now loads textures only when theyre actually needed. The fastest texture is no texture. Tiny thumbnail images are loaded for the menu where you select a flag texture, but the full-size images are now loaded into memory only when you place a flag that uses them. The RAM usage, VRAM usage, and startup time of the game is now almost identical to before I added 400 hi-res flag textures to the game files. In fact, its a little smaller. I am pleased.
Ive completed the work I started three weeks ago on an overhaul of the save loading code and UI. The game can now detect and deal with errors in save files before theyre loaded. Saves with issues have little notification symbols on them, which you can hover over for more information. Ive also added a UI in to explain when a save cannot be loaded due to an error.
And finally, Ive added UI for when a save can be loaded, but there might be problems with it. Ive furthermore added the code for dealing with those problems when you decide to load the save anyway.
You might have noticed in the above image that the button says backup and load. Well, that meant I had to code a proper backups system this week. It works like this:
Hey guys, just checking to let you know Im still here. I started school last week so I havent had as much time or energy for LW lately. Regardless, Ive been working on improving the networking of the game (yet again), and Ive also been thinking about the modding tutorials, which well be starting on soon. Unfortunately I dont have anything to show off to you this week, but Ill be back soon with fun stuff!
[ 2020-09-25 04:26:01 CET ] [ Original post ]
Wednesday is a state of mind.
Fancy new inputs - Jimmy
Ive added two features to the input system that have been on my wishlist for a while: theres now proper support for gamepads or other analog input, and MIDI inputs now Just Work as if they were keyboard keys. [previewyoutube=oiH68X_cVbs;full]{% youtube oiH68X_cVbs %} [/previewyoutube]
Building Enhancements - Jimmy
Ive made a few additions to the building mechanics that help with the mass placement of components and wires. [previewyoutube=saK3ek47CvY;full][/previewyoutube]
Yet Another Flag Video - Jimmy
I really love Flags, and I couldnt resist adding one or two more features to them [previewyoutube=tflCBr0Rcdc;full][/previewyoutube]
Texture Optimization - Jimmy
Last week I mentioned that I was hoping to optimize the loading of Flag textures by converting them to DDS. Well, I decided to go a different route and use dynamic texture loading. Instead of loading all textures on startup, the game now loads textures only when theyre actually needed. The fastest texture is no texture. Tiny thumbnail images are loaded for the menu where you select a flag texture, but the full-size images are now loaded into memory only when you place a flag that uses them. The RAM usage, VRAM usage, and startup time of the game is now almost identical to before I added 400 hi-res flag textures to the game files. In fact, its a little smaller. I am pleased.
Save file error handling - Jimmy
Ive completed the work I started three weeks ago on an overhaul of the save loading code and UI. The game can now detect and deal with errors in save files before theyre loaded. Saves with issues have little notification symbols on them, which you can hover over for more information. Ive also added a UI in to explain when a save cannot be loaded due to an error.
And finally, Ive added UI for when a save can be loaded, but there might be problems with it. Ive furthermore added the code for dealing with those problems when you decide to load the save anyway.
Back That Save Up - Jimmy
You might have noticed in the above image that the button says backup and load. Well, that meant I had to code a proper backups system this week. It works like this:
- Both sandboxes and saved boards are automatically backed up
- Backups are stored in a unique folder for each item that can be backed up
- There is a configurable number of backups to keep per item before old backups of that item start getting deleted -- by default this number is 10
- Backups of deleted items will be kept for a while, then deleted. By default, backups of deleted items will be kept for 50 days.
- Sandboxes are automatically backed up while youre playing in them; by default this happens every 5 minutes
- Saved boards are backed up if they are being overwritten with a new saved board of the same name
- Sandboxes and boards are backed up before they are deleted
- Sandboxes and boards are backed up before they are loaded if there was a potential issue detected before loading
Still alive - Felipe
Hey guys, just checking to let you know Im still here. I started school last week so I havent had as much time or energy for LW lately. Regardless, Ive been working on improving the networking of the game (yet again), and Ive also been thinking about the modding tutorials, which well be starting on soon. Unfortunately I dont have anything to show off to you this week, but Ill be back soon with fun stuff!
Bugs Fixed This Week
- Fixed not being able to place things very close to the top of Flags
- Fixed flag hotbar rendering being based on the wind direction at time of render
- Fix unnecessary lag while grid-placing Chairs
- Fixed incorrect grid placing dimensions on Inverter, XOR Gate, D Latch, Oracle, Relay, 3-way AND Gate, and 4-way AND gate
- Fixed sandbox title input field sometimes being way too small
- Fix sandbox list order not updating when sorting by title and renaming an item
- Fixed build pipeline being broken in several ways
[ 2020-09-25 04:26:01 CET ] [ Original post ]
Logic World
Mouse Hat Games
Developer
Mouse Hat Games
Publisher
2021-10-22
Release
Game News Posts:
106
🎹🖱️Keyboard + Mouse
Very Positive
(271 reviews)
Public Linux Depots:
- Logic World - Linux [1.75 G]
Build. Program. Simulate. Logic World teaches you how circuits do math.
Key Features
- Digital Logic - Build circuits that work the same way real world computer chips do.
- Challenges - Solve puzzles from simple logic gates to complex machines like calculators and data storage.
- Multiplayer - Logic World is built from the ground up for collaborative multiplayer. Take on Challenges with your friends or build together freely in Sandbox mode.
- Performance - Build massive circuits and simulate them at thousands of updates per second - all without lag.
- Modding - Logic World features powerful modding tools - the same tools the developers are using to make the game.
- Online Hub - Players can upload their builds, mods, and custom challenges and share them with other players.
MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: 2.4GHz Quad CoreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel HD Graphics 4000 or AMD Radeon R5 series
- Storage: 2 GB available spaceAdditional Notes: system requirements might be adjusted before release
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