Customize Consent Preferences

We use cookies to help you navigate efficiently and perform certain functions. You will find detailed information about all cookies under each consent category below.

The cookies that are categorized as "Necessary" are stored on your browser as they are essential for enabling the basic functionalities of the site. ... 

Always Active

Necessary cookies are required to enable the basic features of this site, such as providing secure log-in or adjusting your consent preferences. These cookies do not store any personally identifiable data.

No cookies to display.

Functional cookies help perform certain functionalities like sharing the content of the website on social media platforms, collecting feedback, and other third-party features.

No cookies to display.

Analytical cookies are used to understand how visitors interact with the website. These cookies help provide information on metrics such as the number of visitors, bounce rate, traffic source, etc.

No cookies to display.

Performance cookies are used to understand and analyze the key performance indexes of the website which helps in delivering a better user experience for the visitors.

No cookies to display.

Advertisement cookies are used to provide visitors with customized advertisements based on the pages you visited previously and to analyze the effectiveness of the ad campaigns.

No cookies to display.

Create Inline Data from csv in Haxe

One of the things that makes haxe really powerful but can be intimidating is their macro system. With it, you can write code that generates code at compile time, allowing you to do useful things like checking the validity of data files or even transform them into literals in the code. There’s much more you can do with it, but loading data at compile time is something I see a lot in game development (including castle, which I blogged about previously).

Continue reading Create Inline Data from csv in Haxe

Developing Castle on Mac

The instructions in castledb‘s README.md don’t cover Mac. I might suggest to ncannasse to add some but only after I’m sure the way I’m doing it is the best way to do it. Or, conversely, if this is now how it has to be done regardless of platform because of changes to nwjs. In short, just like for other platforms, I compile first:

haxe castle.hxmlCode language: Bash (bash)

Then change to ./bin and I directly run the executable. It doesn’t matter if you copy it to that directory or just install it in /Applications and run from there but here I do the latter:

./nwjs/nwjs.app/Contents/MacOS/nwjs --load-extension . .Code language: Bash (bash)

Also two of my minor fixes have been merged in as of this morning so now ctrl+Q actually quits, etc. Stay tuned for a bigger improvement that I need for a game I’m working on.

Write Runes on Your Computer

This blog post originally appeared on my blog at webbmaster.com, which I’m taking down to consolidate with this personal blog. The timestamp is set to the timestamp from the original blog post.

I wrote a post with this same title ages ago on my old blog, which I don’t really feel like bringing back (something about being haunted by things I wrote 15 years ago). But I swear, this post is better anyway! [note: you are reading this on the original blog in terms of the domain, though old posts haven’t been restored]

So in short, there are fonts out there that let you write runes or other ancient sets of characters, but they map the symbols to Roman characters. Meaning you type ‘a’ and you get ᚪ. You change to a different font, you get an a instead of an ᚪ. That’s fine if you’re able to force the text to use a certain font and only that font or if the final product is an image, not text.

Continue reading Write Runes on Your Computer