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
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
published my first crate on crates.io! it turns structs into HTML forms for the library dioxus using serde serializing
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
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
starting on making something for #building-programming-languages !
messing with css transformations... didnt end too well
gay neovim
created a "hook" for element size in dioxus desktop! works well and should be good for pseudoterminal sizing
command splitting! wanna try get command status working on this soon too
got neovim to run in my custom terminal emulator :33
more progress on my terminal emulator. i think soon i'll move it over to dioxus so i can style it with css
color !
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
working on a cli for my student portal
just about finished my github projects client, hopefully i'll be able to do a #ship for it soon
working on a github app, have had to open too many documentation tabs open just to get it to work
did day 1 of advent of code!
testing out palettesmade a pixel shader
shader stuffs!
A lot more progress has been made - now just need support for editing and removing unnecessary fields like linked pull requests
making a tui for github projects/project management in general
trying to get a better rotation system going, not much luck
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
experimenting with a style similar to terraria's
pulling apart my code for caching... everything is a mess
set up hyprland on my chromebook linux isntall
Set up a GitHub project, crazy how customizable it is
working on some new procedurally generated stuff
a normal linux distro
finally got a working platformer controllersillyness
physics!
began a new project with macroquad, very much a small start
built a little proc gen viewer so I can figure out what's going wrong without having to load up the actual game
fell through the floor accidentally while testing something
starting work on a little level designer for my game - very much a small start so far
not at home today, but tested out haskell on its website
cleaned up the wall prefabs and fixed some issues that brought the tris down from about 3M to 33k
grabbing objects! also hoping that this game'll be the one i release on steam for #100-days
working more on some proc gen, getting the foundation up to be able to load multiple levels in the same scene!
did not much today but did make it so chunks r saved in a hashmap
proc gen!
my list! i probably need to get more pins cuz they tend to curl up