Dev Log 20th of December 2014

The Quick Quote reorganisation work continues. In fact, I’ve just about finished it- a couple of minor things that stopped working that need to be reimplemented, then test the upgrade system until I’m confident it’s stable. Doing this sort of conversion is a little nerve-wracking as it has the potential to completely erase the user’s existing data if it goes wrong. It also looks like it will have taken 5 times the estimated time, which is pretty terrible. I’m still working on estimating though, so I’m not going to beat myself up about it.

One thing that makes all this conversion worth it is that I’m having to learn all the database code that I’ll need to use in my next app. Sometimes mistakes are OK, if only because you know not to make them in the future! I’m no longer convinced this update will be done this year, but it should be out before the end of January.

I think I’m going to need a game side-project soon, I’m getting itchy!

Last Saturday I had a new graphics card arrive, a Radeon R9 290, which is enormous and shiny and will hopefully end the various crashes and visual glitches I was getting. My old card had 512MB of RAM, which I think was causing the problems, along with it being old enough that it’s not supported properly by Windows 8, and I had to find some fairly old drivers to even get it to work at all. The new one has 4GB, and runs anything I’ve thrown at it at maximum settings with over 60fps, so it should last me a long time. 🙂 Unfortunately, Firefox was still having the same problems as before, so I’ve swapped to using the Nightly build because it actually has a 64-bit version available. It seems… a bit flaky, but as it hasn’t had any catastrophic failures yet it’s still an improvement. If all else fails, I’ll switch back to Chrome, but I do like Firefox.

There are a couple of little articles I’m planning on writing, examining little things in games. The first, about limits in Paradox Development Studio’s grand strategy games will be out in the middle of this week. I had been working on a longer article about shaders, but it got a bit long and meandering and muddled, and was going to take a forever to finish. So, shorter articles and dev logs until I can figure-out how to write an outline and then stick to it. 😉