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My developer journal

04-16-2026

  • I was able to decouple the backend-code from the fromend-code of the tiny-ui lib.
  • I found a lot of issues using OpenCode in my ui-lib tiny-ui.

04-01-2026

  • The input field for the tiny-ui lib is prepared and I am happy aout it.

03-06-2026

  • Today I stared to work with my Nukleus Developer Board with Zephyr. What I did so far were the common first steps:
    • Install all the dev tools you need
    • Get the Zephyr SDK installed and learn how to work with west, the developer tool orivided by the Operation System Zephyr.

03-04-2026

  • Most of my project will now support AI-Agents by using a AGENTS.md file. I uses OpenCode to get it generated.
  • The readme's got an update by AI. Hope this helps some interested people to learn what I did so far.
  • The OSRE-Engine had issues to generate a cobe. Some triangles were clock-wise indices, so counter-clock-wise. This issue is fixed and I am so happy about that.

03-03-2026

  • I found an issue in the LWO-animation evaluation algorithm. Sometimes the calculation which frame of the animation shall be get used was buggy. Instead of calculating a point in time between the start- and end-timestamp it calculated a point in time before the time-period. This created an expection because of the used logic based on stl-iterators. The offset got negative, the point in time was before the begin of the used iterator. And this issue is fixed now.

03-02-2026

  • By walking through the open issue of the Asset-Importer-Lib I saw, that the ply loader was not able to import triangle stripes. Now, this feature is supported and I am really happy to fix this featuere request.

02-25-2026

  • Tinyui now supports a basic treeview widget. It is not stable but I made a lot of progress. What is supported so far:
    • You can generate a tree structure
    • You ca expand or collapse the Tree

02-15-2026

  • The API of tiny-ui will now not require to have the current context managed by its user. This will be managed automatically in the app.

01-14-2026

  • I have finished my first certificate how to use MCP with an AI-agent. Nice to see how the USB for LLMs works.

01-13-2026

  • Finally - I added the Assimp icon to the website - again.

01-10-2026

  • The animation component in my experimental Render engine calles OSRE is now able to do simple animation for meshes.

01-02-2026

  • I merged a lot of the incoming ''PRs'' for the Open-Asset-Importer-Lib

01-01-2026

  • Happy new year to you all.

12-19-2025

  • I was able to prepare a rotating quad in my vulkan toy engine.

11-14-2025

10-16-2025

  • Fixing bugs to prevent security issue can be annoying.

10-14-2025

  • I was able to finalize the first approach for a staging vertex buffer in SegFault.
  • Horray, finally I was able to release the homwork for my students.

10-13-2025

  • The big PR for assimp was merged: it contains a lot of stuff to fix the sonarcube findings in assimp.

10-07-2025

  • Just learned that LLM will help us to do repetive tasks more easily. It will be still necessary to think about it.

10-03-2025

  • I just updated my private website. Looks a little bit nicer now and I have added more of my private content on it.

09-24-2025

  • If you want to use your utility lib (mine is called cppcore) make sure that you have a clean integration ready for all external users.

09-21-2025

  • I learned a lot abou using the coverage flags used by the clang- and the g++ compiler. If you want to get a nice to read statistic, use gcovr

09-18-2025

  • Sonarcube findings helps you a lot to get a better understanding how old your software core is. After a while you will recognize pattern in your code which shows when the stuff was written.

09-17-2025

  • I hate working with javascript. I guess I am just too stupid for it.

09-10-2025

  • If you want to import your sonarcube findings in your IDE (special if this IDE is, ideed, vs-code) there is an easy to use plugin from sonarsource.

09-09-2025

  • Learned a lot about working with devcontainers using CLion or vscode. Seems to be a good alternative instead of using only docker for firmware development.
  • I just learned another fascinating thing: you can use wsl2 to work on a docker image directly

09-04-2025

  • For an embedded target we are working with dev-containers on Linux. As the IDE I am using vs-code. This works fine undtil Microsoft will change all their infrastructure - again. So to get the right version we have to follow the documentation from MS (you can find it here: https://code.visualstudio.com/docs/setup/linux). So when adapting this I added 2 gpg-signatures to my apt-based package manager. And this was causing a conflict. So I must remove this from the apt.list in /etc/apt.lists.d. Unfortunately noone told me where t find this stuff. I hate this kind of issues.

09-01-2025

  • Finally I was able to finish my vulkan renderer. The first model shall be just one triangle. And it doesn't work right now.

08-29-2025

  • I was able to close some of the open security vulerabilities in the Asset-Importer-Lib.
  • We have an ongoing discussion regarding the best way how to deal with epics and issues. Results are currently not there.

08-25-2025

  • I am back from vacations. In the Open-Asser-Importr we have 29 open Pull-Requests. I am really happy to see all your great support. I will start working on that.

07-23-2025

07-21-2025

  • I added a logger to the cppcore lib.
  • I found a strange issue in the unittests of the Asset-Importer-Lib: when running a unittest to evaluate a out-of-bounds issue in the Halflife-Model-Importer the memory sanitizer told me that a access-after-free was detected. The implementation of the asset-importer-import class was reused after free. Unfortunately the importer was allocated on the stack and my expectation was that the release of the importer will release the implementation as well. So I am still investigating this.

07-20.2025

  • I worked on a fix for an out-of-bounds-access vulnerability in the Asset-Importer-Lib. And getting the fix is easy. Getting a working test for the behavior get hard.

07-05-2025

  • Using vcpkg, SDL2 and Vulkan is more complicated than expected. I tried to load all the needed vulkan-libs and render a simple triangle. To optimize the way to set it up I installes SDL2 and volk by using vcpkg. unfortunately, nothing worked. The SLS2-stuff told me that the co9nfiguration of the Vulkan loading was not successful. Volks initialization calls told me: We are fine. My impacient told me to kill them all. But I didn't listening to them.

07-04-2025

  • I took a look onto my old fe-solver for beam structures. I want to have it in a working state again.

07-01-2025

06-27-2025

  • I searched for good ways to structurized a new vulkan renderer. In special I was interested how to run it: in the main thread or in a separate render thread. I am still investigating this question. I guess toing this decision is not so easy, because there are a lot of between thread concepts I haven't evaluated until now. And I want to avoid to do the same mistaakes as I did in my OSRE.

ß6-25-2025

  • I worked on a PR (thanks to https://github.com/HandsomeXi) fixing memory leaks in the texture transform post-processing step. I tried to optimize his solution and I failed. He just used a copy-constructed unique-ptr from the STL. I tried the make_unique and failed to deduct the currect type.
  • Always try to make things better can make things much buggier.

06-24-2025

  • I optimized the GeometricTools. I have avoided some possible crashes.
  • Maybe I should try to used SIMD stuff on the assimp vector arithmetics.

06-20-2025

  • Sometimes it makes sense to rethink all the stuff you have done in the past. Currently I am rethinking the way my old renderer in the OSRE works. My plan was to have a separate renderthread and push all the new stuff from the main thread to the new one. So far so good. But with the time I recognized that when creating a renderer in a separate thread you need to set it up from your main thread. Getting it up means creating an interface on the main thread side and push all the data to the backend side. After the years this has basicly doubled all interfaces - in both threads.

06-19-2025

  • I fixed some minor things in my cppcore lib. Mostly upper/lowercase issues
  • The way I wrote the string class seems to be wrong because I never used it.

06-12-2025

  • I took a deeper look inside the initial allocations in the OSRE. Most of them are done by Constant Strings using a std::string. I guess I should replace them by a null-terminated constexpr char array. And all the shader code are stored in static std::strings. Not the best idea for buildin shaders.

06-11-2025

  • I played a little bit with the debug renderer in the OSRE. As usual I was not able to concentrate on a dedicated fix ... in the beginning. At the end I recognized: I introduced a render path interface, I used it to implement the Canvas-renderer. But I missed the point when any kind of instance or service iterates through all the different renderpaths to ensure that their rendering gets performed during the frame update. I guess I need to add this.

06-10-2025

  • The documentation for the Asset-Importer-Doc got an update to v6.0.2

06-09-2025

  • I prepared the installer for the Asset-Importer-SDK. it is now available on itchi.io.

06-08-2025

  • The Asset-Importer-Lib v6.0.2 is out. And I adapted all my homes in the internet.

06-07-2025

  • I tried to fix the update of the pugixml dependency in assimp. If you want to do the same some findings from me:
    • They have added a cpp file, add this to you build environment. The old way will not work anymore.
    • You need to enable the export for dlls on windows manually, but you need to take case if you are using windows or not. Check the config header for this:
#ifdef _WIN32
#   define PUGIXML_API __declspec(dllexport) // to export all public symbols from DLL
#else
#  define PUGIXML_API __attribute__((visibility("default")))
#endif // _WIN32
  • I started to integrate the freetype lib as a workaroud in my OSRE renderer. I want to be able to provide a simple UI for importing assets. Unfortunately putting an image or a text onto my button stiil does not work
  • I installed Unreal-Engine for the first time. It is such a biiiiiig project ...

06-06-2025

  • I closed the rework on the Canvas-elements - it broke the 2D rendering and I was too excausted to start debugging - maybe not the best decision
  • I start to fix the Debug-Renderer in the OSRE

06-04-2025

  • I made some refactorings in the CanvasRenderer in the OSRE-Repo
  • The main page of the Open-Collective page got an update

06-03-2025

  • I wrote my first Scratch allocator, which can be used for all kind of classes by using implplacement new / deletes.
  • Today I tried the google library benchmark to play with performance tests in assimp.

06-02-2025

  • I fixed the version issue in the Asset-Importer-Lib

05-31-2025

  • I released 6.0.0 of the Asset-Importer-Lib and I have forgotten to increase the versions ... again.

05-27-2025

  • Today I need to deal with fixing a lot of approval documentation for my day job. This takes time and is not always fun.
  • I try to move the Uri implementation of my playground engine OSRE to use enums instead of strings. Make the whole code more verbose.