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March: 18

  • 08:45PM

    There are two situations we will need to work out! The first is making sure that each of the unreal plugins will be published onto fab. However before we can even do that, we need to figure out the best way to handle dispatches. Then there is another major issue, the plugins need to be kept up to date with the different versions of unreal that come out. So the battle is basically two areas, one is a source of truth of all applications and packages.

  • 08:56PM
    • The proto is the first layer in our source of truth, then we wrap it into the zod layer, apply the mdx front matter and get a json of the projects, which would include [/application](Applications and packages)
  • 09:33PM
    • Looking through the notes, it seems that our main failure point that has been holding us back is the e2e, which we need to make sure that it does not continue to happen. However I did notice that we need to have more of a flow of when main gets pushes and merges, it could be that we might have to figure out a clean way to handle the backlog of pushes.
  • 09:50PM
    • Maybe we need a python script that runs through our journals that takes what I am writing and neatly flags, optimzes and turns all my journal entries into something way cooler? I am still trying to think it through, there could be something cool that I can do with it. Maybe instead of directly linting here, we could just make a secondary script that goes through the journal entries, maybe once a week and does a sharp clean up and sync, actually we could have it be daily, where it does a general sweep of the daily entry.
  • 10:11PM
    • Not the official name but I am going to clean up handy and look at making a more optimized build as a KBVE Application. But there could be some other improvements that I am thinking about having compared to the original handy application. The biggest improvement will be the way that we load and handle models.
  • 01:20PM

    Damn matrix seems to fail when building a json query, the issue seems that if all the crates are false for publishing, it produces an invalid json object. However, the first solution would be to include a simple patch to include a placeholder object, thus I will try that first.

  • 01:53PM

    Forking the whole monorepo and working on it under h0lybyte is the goal for this Q2. If everything goes as planned, then we can look at the azure and gitlab pipelines afterwards, ideally making it so the monorepo can stay replicated in multiple locations. The repo structure will be like this:

    1. Github for Public.
    2. Gitlab for Private Teams + Outside Developers - focus on backend applications.
    3. Azure for Private Internal + Code for non-monorepo behaviors, like Unity.

    Provides us with the flexibility of an open source nature with the perks of private source integrations.

I decided to take a short break from the pathing issue and look at how I would want to implement a multiplayer. We know that the discord embed sdk comes out today!


I am going to start the test casing for the Colyseus example and get a general test case out there for production.

The start of these notes will be within this repo for start of the project.

So the outline of the App stack would be like this:

  • React
  • Phaser
  • Colyseus

Plugins:

  • Enabled3D , this being optional.
  • Grid Engine, this being optional.

The Discord Embed App Pitch 2024 starts within a month, but they are doing a small buildathon this week! I am thinking that it would make sense to first go through the buildathon and make a moch application, this will help us debug any issues that might come up during the pitch.

I am going to write out the notes and think about how I should prepare and deploy the Wumpus Wumbo party an the first test case for the jam and using that as the test case. This includes loading any and all of the “abstractions”. During this process, I noted that the pathing is not working as expected, but it seems that Discord uses a reverse proxy for the pathing of the assets.