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As you might expect from someone who tried her hand designing a programming language, I have a lot of strong opinions about language design.
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Last year I got into using Letterboxd, to complement my goal of watching more (good) movies[1].
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An Idea I used to think hot reloading was something only “managed” languages could do, not “compiled” languages.
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Felt Context Feel free to skip this section if you’ve been following my little PL project.
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Recently I built a little tool I call Mirror Darkly[1].
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Let’s say you’re new to Rust.
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As I said in week 9, personal life and my job search were headwinds on the last chunk of my batch.
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Personal life and my job search continue to slow my RC progress slightly, which I expected for the back half of my batch.
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Personal life got in the way for 2 of the 5 days of Week 8, which is unfortunate but happens.
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In the back half of my batch, job search and life have begun to cut into my RC time just a little.
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In my programming language, currently codenamed Brick, I want to allow developers to pull in platform-native libraries written in other languages.
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I’ve got a blog post in the works that uses infoboxes.
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I’m halfway through my batch already!
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During week 5, I mostly dedicated my attention to a project I’m calling “concerto”, which I started in week three.
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Starting my batch at the Recurse Center, I knew one of the things I wanted to learn was the basics of database internals.
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In my fourth week I focused on the Recurse Game Jam, which ran from Monday to Thursday.
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Last Friday I published a post on my blog entirely on accident.
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As part of my programming language project, I’ve been writing a language server.
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I live in Jersey City and rely on the PATH to get into the city.
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My third week at Recurse was a little more eclectic than the past two: I got halfway done with my plans to add subscription support to my toy document store - currently you can subscribe to individual documents, but subscriptions to collections of documen…
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Orientation is done!
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For a little under a year I’ve been working on a programming language project.
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I’m one week in to my batch at the Recurse Center!
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Normally the nvim-lspconfig package has every language server I could possibly want, so I’ve found it pretty low maintenance.
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Today I start a 12-week batch at the Recurse Center!
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Around a year ago, I decided to use Neovim as my editor for working on Unity-based projects.
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In the last few years I’ve switched fully to Neovim, and embraced the lua scripting and built-in LSP support.
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Recently I found myself tracking down a handful of regressions: bugs I knew hadn’t existed just a week or two before.
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If your browser is set to dark mode by default, you’ve probably noticed the site looks different!
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So this is a post that’s been bouncing around my head for a while, in one form or another.
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This blog post has been a long time delayed, but late is better than never!
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Out with the old, in with the new!
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This year has been great for Rust gamedev on the web.
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The graphics API of Quicksilver isn’t as dire need of a rework as the lifecycle APIs, but I wanted to take the next breaking change as an opportunity to address some long-standing issues.
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Quicksilver has always had some major API compromises to deliver on its core promise: write a game once, and it targets desktop and the web with no changes.
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golem is a mostly-safe graphics API that targets OpenGL 3.2 and WebGL 1 that helps make writing GL less painful.
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With the recent update to winit, it gained web support!
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Often your application might want to store gamestate or configurations, but the web has no filesystem access.
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This year saw the release of async/.await in stable Rust, marking a huge change in how asynchronous code is written.
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I started this year with a blog post about the state of Quicksilver where I set a goal for myself: get web support for important game development crates upstreamed.
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So www.ryanisaacg.com has a very new look, powered by Hugo and my (fairly small) fork of the hello-friend-ng theme.
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For anyone who doesn’t know, Quicksilver is my 2D game framework that targets desktop and web.