Finger info for marco@icculus.org...


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


= 2026-03-22 ==================================

Still hacking!

I can share some of what's new.

There's a new branch up (Phase 2) that anyone can
check out. It's basically the result of my work
on the interface and in-game editing stuff.
You'll have to dig though. Still working
on user-friendly tech demos.

Scriptable interfaces have been on the radar
for a long time and I have spent time over christmas
implementing that, but also ensuring it works within
the old GUI code.

In the process I was able to streamline a bunch, and
also exposed the concept of key/value pairs being
passed to interfaces as well as windows that
construct internal ones.

For example, the model viewer we had can now be used
as a map viewer. Fundamentally, only a few keys change:
The search path of the models, the known extensions
and the controls. Maps are larger than individual
models used for decor. So we need to be able to fly around
those models as if they were worlds. Which they are anyway.

Scriptable interfaces are able to be sent/determined by clients
and restributed by the server to other clients. This has had
a profound impact on the interactivity I've been able to cram
into existing levels. I put the virtual television station
I showed off around Christmas in our Matrix chat into cs_estate,
with the electricity provided to the house affecting the state
of the display. Ultimately the technology has to be simple
to use, so we standardize on the only uniform way that
everyone is already used to. That's why we also don't
go and cram JSON into the thing. People like dealing with
the simple nature of key/value pairs, their simplicity has
also allowed me to pass keys to interfaces (as long as the
interface provides a receiver object that can handle the data)

Example, one scripted interface can decide to put up a preview thumbnail
(as long as the decl mentions it) or a video/musicvideo title.
It simply has to have an object defined that knows about it
ahead of time.
It's been incredibly exciting, but also this can't be rushed.
So we've been taking our time.

One of our longtime friends who's worked on a few known projects
only had this to say:
"This is going to render a few things on Steam obsolete."

When this .plan was written: 2026-03-22 18:04:09
.plan archives for this user are here (RSS here).
Powered by IcculusFinger v2.1.27
Stick it in the camel and go.