Home > Coding, NDS > Unemployment and the pursuit of coding

Unemployment and the pursuit of coding

In about 1 weeks time I will be unemployed, thanks to the current global economic downturn, and this has given me some much needed perspective on life.  I’ve spent the last 3 weeks looking for work, and so far there’s been no replies, I’m still optimistic about finding a job.

While I’ve not been looking for work (there’s only so many sources of jobs to search and apply to) I’ve been doing some coding for the Nintendo DS, so far 2 little tech demo’s, a voxel terrain and a graphical console application.

Voxel Terrain Engine

Voxel terrain engine screen shotThis is a simple little engine that I wrote to see if the DS was capable of producing a working voxel terrain landscape.  It can, but it takes a little long to produce the landscape using the code I have here.  I would like to make this little tech demo better / faster at some point, so that it becomes something useable in a game – Valley flying game where you have to shoot things, or something better.

Known limitations in the current code:

  • Map Memory – limited to 256×256 currently
  • Slow code, the code can possibly optimised a little since it was based on a BASIC program.

Graphical Console

The latest output from the graphical console library A nice little extension to the normal console output that is supplied with libnds.  The font’s are from the ByteMap Font site.  While some fonts are not perfect for the DS’s screen size (one font is 239 pixels high), or too hard to read on any screen (a 3×3 font!) there are some nice sizes, as can be seen in the screen grab to the right.

The current version of the console code works with the iprintf() that is provided by libnds, and includes support for many of the standard ANSI escape sequences that work on any ANSI terminal, including one of the more unusual codes – <ESC>[1?m – to allow the console to change the font glyphs part way though a line of text.

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  1. eduardodelpeloso
    September 5th, 2009 at 17:49 | #1

    The Voxel Terrain looks very interesting. I am also trying to learn how to program a DS, but I am far behind you (I’ve just started…). Could you share the source code for your Voxel Terrain Engine? Are you using libnds or palib??

  2. Steven Harrison
    September 5th, 2009 at 18:08 | #2

    I’m using pure libnds, I’ve never downloaded palib or looked at anything wrote in it.

    I’ll release my code once I have some free time to clean it up a little. All I did for the code initially was to do a search on google for voxel engine information and I found some code for QBASIC and converted that. There’s a lot of speedups I think is possible for the voxel engine and I’d like to attempt them at some point, but unfortunatly I’ve not got the time at the moment. Once I get the project I’m working on at the moment I’ll try and clean up the code and post it.

  3. javiersson
    September 24th, 2009 at 17:09 | #3

    Hi, I am also coding for the 1st time. My project consists on importing my Collectorz Music Collector database, 1st for query purposes, and maybe later for updating my list.

    I can actually query, using also wildcards.

    But the presentation is too plain, simple and ugly :-) 1st I would like to improve the console, then add a GUI layer.

    Could you please upload some code for console handling? (Basically, font use).

    Thanks!!!

    //J

  4. Steven Harrison
    September 24th, 2009 at 23:44 | #4

    I have released the code for the graphics console, it’s a little further up the blog, but here’s a direct link to the last version I have – http://www.stevensprogsite.co.uk/nds/gfxconsole_dist.zip

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