• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comments
  • views

Self-hosting the Epoch Compiler: Day Four

Sign in to follow this  
Followers 0


Mostly hammering away on a variety of miscompiles and other tiny bugs tonight; I've squished a ton of problems but they all blur together and I can't clearly remember what all they were.

Almost everything at this stage manifests as the JIT engine vomiting when trying to turn the compiled Epoch program into LLVM bitcode (for eventual translation to machine code). Sadly, this means it takes a disproportionate amount of digging around in various bits of code to pin down the exact reason for a miscompile.

Something that's scaring me a lot is that many of the bugs I find in the compiled program are not reproducible in smaller test cases. That tends to suggest a nasty problem in the compiler itself, since it should theoretically always be possible to recreate a miscompile in a controlled experiment.

Without small test cases to validate that compiler bugs are really fixed, it's extremely hard to know if I'm actually making progress or just pushing the bugs around into different areas. Since it takes a couple of minutes to produce a compiler binary, there's a lot of downtime and context switching.

My brain is pretty tired today and I'm honestly not sure how much dedication I have tonight.

Some of the bugs are just so bizarre that I'm deciding to punt on them when possible; there'll be plenty of time in the future to hunt them down and hopefully get regression tests into the test suite. I'm pretty much only fixing things that reflect large-scale issues or would affect too much code to work around them.

Unfortunately, it looks like one of my attempted fixes has actually had me going in circles, because it introduced a different bug that broke in a totally different way. Trying to fix the new bug led to undoing the fix, which in turn created the old bug again. Argh!

[Ed. Note: I fell asleep shortly after this.]

Sign in to follow this  
Followers 0

1 Comment

This is pretty much my least-favourite part of software development. The endless chasing around in circles after bugs that only reproduce in the running system... Good luck!


Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now