Logic Components (0.27.0 Alpha)
This update brings a whole slew of both simple and advanced wired components for you to play with, allowing building complicated digital logic circuits.
However, this update brings a few other, unrelated improvements, including a new implementation of the Tumbler, to make it multithreaded and work in parallel, allowing for truly massive amounts of sand moving within a world, all at once, limited only by your proceessor and how many cores it has.
Another long-awaited improvement is that this update switches the game from using JOGL 2.3.2 (an eight year old bug-riddled version) to 2.4.0, which finally had a stable release just the other day, which fixes a fair number of old bugs in this game engine that were out of my hands, as a result.
This update includes an option to run it in a borderless fullscreen mode, by simply removing the borders and then maximizing the main window. On my Linux system, it didn't display over my taskbar, but that was no surprise to me. It is less buggy and more reliable than real fullscreen mode can be under Linux, though, so it's now the default option used for fullscreen. You can disable this behavior by using the fullscreen mode selector, complete with a successful test.
Here's a list of new wired furniture items:
- 7-segment display with an included hexidecimal encoder.
- Switch that slides sideways, patterned after a DIP switch.
- Momentary push button.
- Signal edge detector that produces a 1 tick pulse for the start and end of an input signal.
- 4-bit and 8-bit shift registers.
- NAND, NOR and XNOR logic gates.
- 3 input versions of old and new logic gates.
- SR latch.
- Toggle flip-flop.
- Data flip-flop.
- 4-bit random number generator.
- Half adder.
- Half subtractor.
- Full adder.
- Full subtractor.
- 4-bit comparator.
- 4-bit synchronous counter.
- A handful of encoders and decoders.
- Some multiplexers and demultiplexers.
- An interactive chip that acts almost like a circuit breaker, brining up a display to alter outputs.
There's also little changes here and there all throughout the wiring system, in preparation to start adding a few types of analog wired components, which may or may not happen in the next release. The digital logic system will also now produce wacky results when a pin is left in the undefined range of voltages for TTL logic, though there's no easy way to trigger it, without any analog components, but I was thinking ahead, to the future.
Now, on to the almost obligatory animations:
The synchronous counter attached to a 7-segment display, driven by a timer.
The random number generator, driven by a push button, triggered via the interaction tool.
The interactive chip, attached to a pair of DIP-style switches and a pair of LEDs, showing how the inputs show up in the window and how the outputs are affected by ticking or unticking their UI controls. Please ignore the fact that this furniture item is labeled "Script" on it's furniture item. I need to give it it's own artwork.
Files
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Big Block Engine
2D block-based mod-friendly sandbox game/game engine
Status | In development |
Category | Tool |
Author | simulatoralive |
Tags | blocks, Game engine, Moddable, Physics, Pixel Art, Sandbox |
Languages | English |
More posts
- Sandboxing Java Code, a Modern ApproachFeb 22, 2023
- Parallel Block-Based PhysicsOct 19, 2020
- GUI Overhaul (0.26.1-3 Alpha)Oct 11, 2020
- Placing Painted Blocks (0.26.0 Alpha)Sep 26, 2020
- General UI Improvements (0.25.1 Alpha)Sep 19, 2020
- Better Error Reporting (0.25.0 Alpha)Sep 11, 2020
- Better Exit Cleanup (0.24.0 Alpha)Sep 01, 2020
- Fix for Floating Actors (0.23.2 Alpha)Jun 28, 2020
- Actor Physics Fixes (0.23.1 Alpha)Jun 27, 2020
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Oh yeah, I failed to mentiion that this update now includes an option to run it in a borderless fullscreen mode, byt simply removing the borders and then maximizing.
It didn't display over my taskbar under linux, but that was no surprise to me. It is less buggy and more reliable than real fullscreen mode under Linux, though.