Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sebastian Lague

169
Posts
1
Topics
6,387
Followers
A member registered Sep 28, 2013 · View creator page →

Creator of

Recent community posts

Really nice work! Would be cool to have a video of it in action for the community playlist, if that’s something you’re up for doing :)

Very cool! Would be great if you’d post a vid of it in action at some point for the community playlist :)

Possibly once the series is finished I’ll do an all-episodes-in-one kinda thing, but remastered as you say in the latest version.

Awesome work :)

Nice!

Hey, that's very cool -- thanks for sharing!

Paths on mac are messed up currently! You can find info here: https://github.com/SebLague/Digital-Logic-Sim/issues/399

GitHub's a bit easier for me to keep track of if you don't mind :)

Thanks for the report!

Ah it has updated now, just took a little while. And thanks for sharing the files!

By the way I’m still seeing the ‘made for kids’ message, could you check that again?

Ah - something apparently got messed up with the paths on mac, I still need to look into that. Try the path mentioned in the second post here: https://github.com/SebLague/Digital-Logic-Sim/issues/399

That's very cool -- I love that you even added an apple too! Could you please turn off the 'made for kids' setting on the video though, as I'm unable to add it to a playlist when that's on.

Also, would you be open to sharing the project files for this? (ctrl+alt+shift+o in the app to open where they're stored, and then just upload the project folder to google drive or wherever). I'm trying to assemble a bunch of projects to use as a performance benchmark + to test that I don't accidentally break something while I work on optimizing the sim. Would be a great help :)

In the save menu click 'customize', and then you can set how you want the displays to be shown

I thought the variable capacitance input was a cool idea, but decided to change it firstly since constant inputs have not yet been implemented. This means that if you're using the component as part of a flip-flop design (as a random example) then you'd either need every flip-flop to have an extra input to control the pulse width, or you'd have to 'hard-code' that input out of nand gates, both of which feel a bit clunky.

I could have waited until I've figured out how I want to handle constant inputs, but then I also didn't see a huge advantage to having the value be logic-configurable. My thinking was that you want to have the pulse width set to the minimum value that gives consistent behaviour with your design, and so once you've calculated that, it would be something that's typically left constant rather than configured during operation.

I have no doubt that some use-cases exist where the variable input would be more helpful, but I think that the way it is now is most convenient for the most common cases.

That’s looking great, thanks for sharing! If it’s not too much trouble could you upload to youtube (or maybe one of the updated version even?) I’d love to add it to the community playlist so more people can see it

Awesome! Would love to see a video of it in action if possible :)

Very nice!

Looks great! I'd definitely like to check it if you share the files. Would also love to add it to the community playlist if you're up for recording a short video of it in action :)

(1 edit)

Any error messages in bottom left of game window? Also, what version of opengl do you have?

I added a debug opengl version -- could you give it a try and let me know if it works?

(1 edit)

Can you try downloading and running the debug builds and post the logs here

Cool! Would be fun to see with the rgb display as well

Very nice, thanks for sharing! I've made a playlist now over here. Will share it more widely once there's some more stuff in there :)

Hi, as others have said, upgrading won’t lose your 2.x.x projects. There’s currently no builtin support for sharing/collaborating with friends, but if you press ctrl+shift+alt+o in the program it will open the location where the save files are stored. Each project is its own folder, so you could send a project folder to a friend if you want (or even set up a git repo in there I suppose if you want to collaborate more easily). Note that while sharing projects should be reasonably straightforward, sharing individual chips  is more complex as they may have dependencies on other chips, and also need to be referenced correctly in the project settings file. Hope that info helps!

Sorry about that, it's fixed in the latest version

(2 edits)

Hi everyone, I was thinking it might be fun to have a playlist on youtube to showcase different things that people have built  in the simulation. So if you have something you want to share, just upload a video to yt and drop the link here. Don’t worry about it having to be super elaborate or anything, I think it’s cool to see a variety of projects, both small and large. There’s also no time limit to this — I’ll check back every so often and add any new entries to the list :)

If you want to check it out, you can find the playlist over here.

(By the way, I’m also planning to show some of these  in a video — most probably at the end of my digital logic series. That’s still quite a while away, but I’ll link that here as well once it’s eventually out).

Haha, happy birthday!

The simulation doesn't access the position data of chips, so must be something else going on. Can you share a project that demonstrates the inconsistent behaviour you're experiencing?

Great ideas, thank you for posting them here!

Pixel-in allows you write either a 1 or a 0 into the display (in case you want to change a pixel that's already on, rather than resetting the entire display)

The simulation needs a lot of optimization for sure. For now though, it helps a lot if you can simplify the chips that are used many times over in the ram. For example, if you have a dlatch made using NOR/AND/NOT gates like I show in my video, you could modify it to instead just use 5 NAND gates. Since NAND gates are built-in, its a lot faster for the simulator to process than custom chips like NOR, etc.

Should be openable in the latest version (2.1.0)

(1 edit)

When saving the chip, go to the customize menu and from there you can arrange the displays that you want to show on the chip

Okay thanks for letting me know. If you want to attempt fixing, the relevant function is called InputField in the UI class. Specifically this code:

foreach (char c in InputHelper.InputStringThisFrame)
{
    bool invalidChar = char.IsControl(c) || char.IsSurrogate(c) || char.GetUnicodeCategory(c) == System.Globalization.UnicodeCategory.Format;
    if (invalidChar) continue;
    state.TryInsertText(c + "", validation);
}

Okay thanks! I'm working on a fix so that the chip can be opened, and to hopefully avoid this issue in the future.

Thanks I'm looking into it, will have a fix soon

Thank you! I'll be sure to add this as an option in the preferences soon

Awesome!

Thanks for the feedback! If you add a display to a chip, you need to go to save>customize to set up how you want it to be shown. Regarding wire vertices, if I understand what you mean correctly, this is now possible in version 2.0.4 Otherwise could you elaborate on that?