Janet is a functional and imperative programming language and bytecode interpreter. It is a modern lisp, but lists are replaced by other data structures with better utility and performance (arrays, tables, structs, tuples).

The language also supports bridging to native code written in C, meta-programming with macros, and bytecode assembly.

github.com/janet-lang/janet

cc @neauoire

been implementing stable cascaded shadow maps in luxeengine.com for fun but didn't like all the literature on the topic, so i've been making tasty visualizations to write about instead. See it in motion here for best results:

twitter.com/___discovery/statu

(because upload limits!)

Put môsi, my tiny game engine, on itch.io today!

sarahgould.itch.io/mosi

🌱🍄🌿

whoa,

"Rhei, a prototype electro-mechanical clock with a liquid ferrofluid display, created by Damjan Stanković in collaboration with Marko Pavlović"

via twitter.com/hackermaderas/stat

alright!!!

▱▱▱▱ MUSHY ▱▱▱▱

is an asset pack of neural network generated isometric tiles, for use in your projects. its a complete mess and i'm very proud of it. you can get it for free at -

everestpipkin.itch.io/mushy

been busy updating life os, sleep function overlaps with new process, time is slow and weird.

@neauoire when you get back to van we still need to play a show. we have all our instruments in the city so it's a lot easier than SF :D

shared a (very) wip preview of the luxeengine progress over 2018. The dev log behind it all is WIP still but I'm happy with progress.

There's a lot to post about :o last dev log was a while ago.

( more details at luxeengine.com )

Kathryn Hymes - Word Play: Language is a treasure box of game design majesty

youtube.com/watch?v=KugCwxN_ze

saw this talk at full indie and it was interesting if you like language.

p.s all the full indie talks here -
youtube.com/playlist?list=PLuE

I guess with github having free private repos (nice), for my efforts of using github since 2010 and paying for several of those years I get a garish purple box as "thanks"

was reminded by this through random assertions last night:

don't forget to tell Unreal about your random c++ structs that contain graphed objects. it'll randomly delete things out from under you.

so either 1. don't try to use UObjects if you want to also use plain c++ structs/types or 2. make your types uclass/uobject/ustruct bound (1 can be much easier just, be aware).

If you forget the basic rules while in a rabbit hole, they'll let you know (but it won't be clear why it asserts heh)

filling up the oscean and suddenly @neauoire ... do... do i stop here

@neauoire is it intended for home to have itself in children? it shows up if i INDEX them, but for example (echo :children) has a stack overflow (max callstack exceeded i.e infinite loop)

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Merveilles

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