PawnProgrammingNotes
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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