CodingNow | 云风

Telecom broadband ipv6 toss

Original link: https://blog.codingnow.com/2022/10/telecom_ipv6.html I was tossing around BT downloads at home on weekends and found that UPnP couldn’t work, so I went to Guangmao to see what was going on. I found that the telecom broadband is already dialed by the optical modem by default, and the router at home is used as a secondary […]

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Matching of goods and vans

Original link: https://blog.codingnow.com/2022/09/cargo_matching.html We’re making an automation-themed game like Factorio. There are many algorithmic problems encountered in game development, and the solution process is very interesting. For example, I wrote a fluid system before. The biggest difference from the Factorio experience is that we don’t use conveyor belts as the primary means of logistics, but

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Run a Lua virtual machine serially with multiple threads

Original link:https://blog.codingnow.com/2022/09/multithread_lua_vm.html ltask is a library that functions like skynet. I mainly use it for client environments. Since it was designed later than skynet, I experimented with many new ideas on it. A requirement came across recently: a third-party C/C++ module embedded in our game engine provides several interfaces in the form of callbacks. When

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Storage of routes in the road network

Original link: https://blog.codingnow.com/2022/09/routemap.html In the game we’re making, traffic and logistics are based on a road network. The road network is actually a (undirected) graph composed of intersections as vertices and roads as edges. Since we have a large number of vehicles on this network, I need a space efficient way to store the paths

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Space-first protobuffer/json decoder

Original link: https://blog.codingnow.com/2022/08/memory_compat_protobuffer_json_unmarshaling.html Today, my colleague sent me a post , talking about the problem that when golang processes a large number of concurrent json / protobuffer unmarshaling transactions, a large amount of (10GB) temporary memory may be generated, which cannot be recovered in time. My point is: if a module of a system is

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Add built-in 64bit ID to luaecs

Original link: https://blog.codingnow.com/2022/08/luaecs_eid.html There was a problem left when designing luaecs last year: how to refer to a specific entity. At the beginning, I thought that the tag system could be used flexibly to solve most of the problems; or the user could build a 64bit ID component by himself, and use the binary search

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RmlUI’s style cache

Original link: https://blog.codingnow.com/2022/07/rmlui_style_cache.html The GameUI of our game engine uses RmlUI . My idea is to use mature CSS to describe the presentation of the UI, and use the method of web front-end development to make the UI of the game. But I don’t want to embed too complicated web rendering engine, and the needs

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Refactoring math library

Original link: https://blog.codingnow.com/2022/07/refactor_math3d.html The math library used in our engine has been tinkered with for a long time. During this period, many ideas were accumulated. Recently, I am doing performance optimization of the engine, rewriting some hotspot systems found in C/C++, and refactoring the math library by the way, so that it can better take

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Add grouping function to ECS

Original link: https://blog.codingnow.com/2022/06/ecs_group.html Currently, we use ECS to manage objects in the game engine. When the game scene is large enough, there needs to be a mechanism to quickly filter out the subset of objects that need to be rendered. In other words, if you create 100K entities, but only 1K entities need to be

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RogueLike Prototyping Tool

Original link: https://blog.codingnow.com/2022/05/roguelike_lua.html I love RogueLike games, I mean literally Rogue -like games. In this kind of game, the screen is the least important part, as long as it can clearly express the interactive meaning required by the game. I have a special hobby for game interfaces that are pieced together with characters. When I

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