This is my current worklog.
Updated daily and archived by the weekend.
Currently mostly working on Nuclide and connected games.
* = Completed
+ = Completed at later date than specified
- = Cut/discarded at a later date
~ = Ongoing
= 2026-07-17 ==================================
The past few weeks have been very productive,
I'm in a pseudo-crunch mode in anticipation for
QuakeCon though. That's gonna be weird. If you're reading
this in the future, a lot of id Software employees were
laid off by Microsoft. If you read frag-net.com you probably
saw this coming as we did.
Nuclide now runs its menu/client stuff on top of a regular
Quake progs. This means you can do some insane things in it
using just the client-side. This should hopefully also result
in people having an easier time migrating something over.
Many people might want to check out using it just for the
easier time they might have making a custom HUD/Menu without
having to change code.
There's also a day & night cycle system. Maps can react to all
sorts of by hour events. Some GoldSrc maps mark the outside
lights of a city street toggable, which you can trigger on
a per-hour event. Really helps sell the illusion, maps such as
mecklenburgv_final have even separate indoor lights.
And we also have a system to stream different types of entities
into the game. We do this by having a global pool of entity slots
we cycle old/new ones into based on player pool and distance.
This way we don't end up with more e.g. pedestrians on the street
than we can handle on the computer.
Other than that, indexing... package building... there's
so much stuff to talk about but no energy to write.
It will all make sense soon!