PawnProgrammingNotes

From WowWiki
Revision as of 03:29, 5 May 2023 by Ratcliffe (talk | contribs) (New root page for the Pawn Programming Notes)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This "sub wiki" is being written (initially, at least) by me, ratcliffe. I have been doing software development for 30+ years in VB.NET, C#, C++ and Objective C. This is my first experience with Pawn and of course with programming the WOWCUBE. Feel free to drop me a DM in the WOWCUBE Discord if I've gotten anything wrong, or you can suggest a better way to do something, or want me to try to cover a specific topic. I'm going to be making notes here as I build a basic RPG for the WOWCUBE.

This is just a scaffolding for the moment, I will be fleshing out the listed items over the next few days.

I also need to work to keep some terminology straight so I may change these terms a bit soon

cubelet or module
one of the eight physical small cubes, each with three screens, in the WOWCUBE
screen
one of the three screens on a cubelet
messaging
the technique supported in the API to send a small packet of information to one or more other cubelets

Here are the current topics in place or coming soon!

  • A few Pawn Language "gotchas"/reminders
  • A few Visual Studio Code "gotchas"/reminders
  • Remembering that the WOWCUBE is "eight processors all running the same code"
  • ON_Tick() vs ON_Render()
  • You have to render everything on a screen at once!
  • Physical cubelets and "virtual" mapping to them
  • Dealing with differing orientation of the screens
  • Putting text on a screen
  • Basics of developing a simple map with tunnels
  • The magic of TOPOLOGY_getAdjacentFacelet()
  • How to handle moving from one screen to another (on the same or a different cubelet)

  • Tricks when using the Emulator