DevLog Team DevLog Phil7- Update 2022/03/12

Phil7

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This is my first DevLog ever. So let's see how it goes...

Besides looking into the render layer candidate Sokol and wrapping my head around C99 versus C++11 to see how it could be implemented, I am working on the documentation of Cerberus X.

Edit: Here is a link to the current state of the new Docs. It is still a mess, but it is getting better...

This is what I have so far:
- New Strukture of the Home page of the docs
- New order and grouping of the language reference (LangRef), divided into seperate pages
- Added some examples to the LangRef
- Added some introduction content for each chapter of the LangRef
- Implementing all information from the keyword pages into LangRef to avoid redundance
- Created some of the subpages of Home with their basic structure

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My plans for the next weeks are:
- Finish structure of all subpages
- Implement all existing content somewhere into the new docs structure
- Optimize LangRef content with simpler vocabulary and more examples
 
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Phil7

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Hey,
it's been some time since my first post and I completely overestimated my free time this year, but here is some insight to my progess with the documentation:

I swapped back and forth between different approaches of the overall structure, but now I am pretty happy with it.
The main thing is that I now have all information that are for daily use in the main menu, while everything for special occasions is placed directly on the home page.

1615209896731.png


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As you can see, most of the content is still not there or in early draft state.
I added a link to the first post to give you an impression of the current state of the new docs.

I am still working on it and I just wanted to let you know about it. At the moment I manage to work at least a few minutes on it at the evening and I hope can keep on doing so.

Bye,

Phil
 

MikeHart

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Like I said, it looks great so far. Keep up the great job!
 

Phil7

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I've seen that my last post is pretty much one year old, so devlogging is not a strength of mine. The new docs are also still under construction.

Meanwhile @MikeHart , @Martin and me have been working on new features for Cerberus X:
  • Metal support (the new native rendering api for macOS and iOS) is on its way using the metalAngle framework. Mojo2 examples are already running on iOS simulator with promising performance.
  • I am working on an extension of mojo2 (working name: mojo2simple), that enables you to write code similar to old mojo code without the need for the creation or the flush call of a canvas. My hope is to make example code for mojo2 shorter and easier to understand. It could also help when upgrading a game from mojo to mojo2.
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