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0110-2023-07-07.md | 0112-2023-07-11.md |
- PicoDeo: Started implementing raybox-bridge First Person Shooter game logic for controlling the player's movement and representing it on-screen in Windows (primitive top-down view). This will become the source of vector data to be sent to Raybox via PicoDeo/SPI. In the procss I learned a little more about Pygame rendering.
- Got rough vectors tracking going in the Python part. Need to add mouse rotation support.
- Get mouse rotation working. This will require keeping track of mouse rotations progressively instead of via the "tick" handler.
- Load map and render map overlay?
- Consider making the Raybox sim (with Verilator) actually match the input, output, and rendering that will happen on the FPGA, i.e. even though it runs very slowly, have a separate thread that tries to do real-time player position/view updating and sends it to the FPGA over PicoDeo, but also try to burst-update that data via Verilator SPI whenever a new frame starts rendering.
- My
raybox-bridge.py
source requires at least Python 3.10 because it usesmatch
. For some reason when trying to run Python debugging in VSCode on Windows 10 (my home desktop PC) it tries to use Python 3.9.13 (C:\Users\admin\AppData\Local\Microsoft\WindowsApps\python3.9.exe
) instead of the .venv (and system) Python 3.11.4. This might be because in VSCode I've started a workspace comprising raybox, sandpit, and journal... and it doesn't seem to respect .venv in this case? I'm working around this by going to the VSCode Command Palette (CTRL+SHIFT+P) thenPython: Select interpreter
=>Select at workspace level
=> then picking 3.11.4. This seems to do the trick: F5 (debug-run) now works OK.