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doesnt look like too much, but I'm working on a wave simulater for a game I'm planning on making! most of the mechanics will be sound based in some way or another, so i wanted to create realistic sound bouncing and all, including with collisions but it turns out its relatively easy to set up
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finished off the command palette for my terminal emulator! definitley need some more things for it to do though, as it's kinda limited rn github repo link is here -> github.com/rhaskia/preTTY
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published my first crate on crates.io! it turns structs into HTML forms for the library dioxus using serde serializing
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settings menu for my terminal! it currently does not work fully due to a some weird code I've made to generate forms from structs, but I'll likely fix that up into a project of it's own
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shipping my evil stack language thingy for #building-programming-languages! it's kinda similar to normal stack languages, except for each stack also being a stack; more like a tree than a stack. i've also fitted it with a bunch of other cool features, from functional programming, some arraylang features, metaprogramming, pointers and more! you can find the source code, an executable (that can execute files or load up a repl) and more info here: github.com/rhaskia/treestack
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starting on making something for #building-programming-languages !
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messing with css transformations... didnt end too well
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gay neovim
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created a "hook" for element size in dioxus desktop! works well and should be good for pseudoterminal sizing
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command splitting! wanna try get command status working on this soon too
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got neovim to run in my custom terminal emulator :33
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more progress on my terminal emulator. i think soon i'll move it over to dioxus so i can style it with css
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color !
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started work on a terminal emulator! so far i have a gui and a working pseudoterminal connection, just need to get input working properly and ansi codes doing stuff to have a functional base
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working on a cli for my student portal
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just about finished my github projects client, hopefully i'll be able to do a #ship for it soon
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working on a github app, have had to open too many documentation tabs open just to get it to work
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did day 1 of advent of code!
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testing out palettes
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made a pixel shader
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shader stuffs!
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A lot more progress has been made - now just need support for editing and removing unnecessary fields like linked pull requests
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making a tui for github projects/project management in general
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trying to get a better rotation system going, not much luck
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messing around with UI, would love to do some sort of retro look but not sure how I'd get it to fit with the project
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experimenting with a style similar to terraria's
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pulling apart my code for caching... everything is a mess
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set up hyprland on my chromebook linux isntall
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Set up a GitHub project, crazy how customizable it is
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working on some new procedurally generated stuff
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a normal linux distro
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finally got a working platformer controller
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sillyness
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physics!
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began a new project with macroquad, very much a small start
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built a little proc gen viewer so I can figure out what's going wrong without having to load up the actual game
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fell through the floor accidentally while testing something
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starting work on a little level designer for my game - very much a small start so far
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not at home today, but tested out haskell on its website
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cleaned up the wall prefabs and fixed some issues that brought the tris down from about 3M to 33k
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grabbing objects! also hoping that this game'll be the one i release on steam for #100-days
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working more on some proc gen, getting the foundation up to be able to load multiple levels in the same scene!
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did not much today but did make it so chunks r saved in a hashmap
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proc gen!
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my list! i probably need to get more pins cuz they tend to curl up
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