Hi wonderful people.
I'm Andre Hamman currently in South Africa.
I like building things, generally interactive tools or kits geared around frameworks enabling content development rather than content generation itself.
I work in VR and AR focused on community upliftment and empowerment through training or remote assisted learning and maintenance using emergent tech.
Passionate about socially and ecologically aware growth and development.
Clarification on what I ended up with
Realised I never mentioned clearly what it does now.
It's kinda something that tries and generate a syntax definition from input text.
Doesn't support anything complex. Lost variable support early on. Kinda just makes a series of "languages" that is nothing more than a syntax for some basic arithmetic. A mini calculator syntax generator if I'm generous.
Sometimes works, mostly doesn't. But hey it was a fun learning experience.
Dono what this is. But it was kinda fun
This probably my first time doing some "programming play" just kinda seeing what will happen and having fun and learning along the way.
I definitely picked up alot about how programming languages work and how they definitely do not or shouldn't be tried to make work.
I made something that is a mess of a programming toy that has no purpose or goal but it was an experience getting here and I had fun. I will definitely be trying something like this again!
I don't understand quite how any of this works anymore but it was fun
So now I have a very slow version of a thing that's basically a programming language for programming languages.
It generates how I make programming languages I think.
It was a fun way to explore how programming works and I think about it.
I'll probably try remake this into something useful at some point. That generates EBNF's based on pattern recognition on a piece of text. That should more consistently work.
But then grammars are a formal language too
So now I'm parsing base on grammars that push out AST's right.
But grammars are formal languages so you can parse those too. I do infact this is how I get them to parse my text to AST's in the first place.
Well this is cool.
A few evenings more(weeks infact) now my grammars I parse is parsed by the same parsers that parses my text to an AST.
I've not got a meta syntax notation notation.
interpreter kinda got out of control and scope
I thought why not change my interpreter to work with a grammar. That was fun. Changed my interpreter to interpret any AST with meta data it was fed in and then made my parsers work by feeding them a grammar that then spit out the AST.
Cool I now got a mini framework to make mini programming languages.
Not effectient or effective but hey it works so that's cool.
Because the version of lisp I'm using is an interpreter sitting ontop of C# in unity I've been fussing with the interpreter, I've probably rewritten 60% of it by now.
As I learn new aspects of lisp I tweak the way my interpreter works to be more effectient
Also been stripping more and more out of the C# and having it be implemented in the lisp itself leaving only the bare bones needed for a lisp interpreter in the C# and having the rest of the lisp implemented in lisp. Lots of fun
This language has been an interesting experience. I've used a bunch of languages on production projects so I like thinking I know how code works from the logic side of things pretty well.
But this language "feels" different, almost novel and elegant in some odd way. A lot I recognise and some different takes on concepts I use daily.
Overall this has been a very pleasant language to learn. Different but cool in a great way.
Loving the extensibility power of it.
It's now just converting the last of what I have in C# for the functionality side of things into List code which is turning into a fun challenge as i'm learning lisp as I'm doing this.
It's a fun very powerful language, should have messed with interpreters long ago
The cool part of this is I can include the Lisp files if I ever release this.
So modding your game is a simple as modifying any of the files included in the game itself and hitting reload. Because all the logic is on the lisp side of things it isn't messing with events or anything, you just insert a method right into where stuff is happening and your changes happen right there.
Last night's #HourJam I incorporated a Lisp interpreter into my little hobby Roguelike,
because it's data orientate stuff I now basically have all my "Actions" that you perform happen in Lisp.
It's just passing a byte collection of the Current Game state to Lisp that does the logic and then you render the data frame you get back on a time step.
All transformations on the data happen in lisp.
Let each part do what it's best at, unity for render and Lisp for data transformations
Microservices =? Sustainability
I've been thinking alot lately about moving from doing bespoke solutions into doing longer term income projects.
Currently considering doing a few microservices for micro subscriptions.
A single purpose mini service with a $0.30 monthly or something small like that.
Tiny fee for a specific task you'd do monthly or bi weekly.
Anyone here have any experience managing subscription based services?
Life happenings of mine
This does however mean I'm cutting all my subscriptions.
So everyone I give to on Patreon I'm sorry it will be on pause of a while.
Anyone using one of my services don't worry though as due to a donation from a friend it's gonna still be running unaffected.
Life happenings of mine
So the company I work for is going through a rough moment.
Next month (for unforeseeable future) I'm voluntarily forfeiting my salary, fortunately they are covering my housing, food and medical aid for me.
Not the most comfortable of things but they have looked out for me in the past so I'm sticking with them.
I get to work with my friends everyday and do cool things. I think this will be ok.
I needed a rest API to generate some normal, height, specular and a custom mask map from an aldebo image based on a json specification of physical material properties.
So I utilised some inspiration from https://cpetry.github.io/NormalMap-Online/ and now I just post my image blob and a json spec sheet to the API and the server will return to me my set of maps based on some snazzy math from conversion of physical properties to visual equvilants in 3D properties encoded to maps.
Got to mess around with server side canvas'es for the first time today.
Having a REST API to image processing is actually pretty damn useful.
Considering adding an API to my image gen projects. If client side is suffering Abit just render your content statically and shove a blob into an img source for your thin clients.
I'm quite excited by the possibilities of it all.
detailed video series on building an 8-bit computer from scratch, with great explanation: https://www.youtube.com/playlist?list=PLowKtXNTBypGqImE405J2565dvjafglHU
Mini gameframe #theWorkshop
First time writing a physics system, that was a pretty messy challenge but the freedom of just trying and seeing what happens was alot of fun.
Only using own code and designing how to work systems was pretty cool.
Being intimately familiar with all the code all the time is pretty comforting and I'm quite comfortable just grabbing core code and tweaking it to optimise on the fly which is not something I'm used to coming from a unity background.
I make things, often shitty things, but hey I make things.
Generally running out of time.
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