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#devlog

10 posts4 participants0 posts today

#gamedev #devlog #itchio #commonLisp #McCLIM #NicCLIM #programming Map editor programming alpha note part 3/3: Picking up and using host lisp lambdas inside the map editor (also, player-based ephemeral storage).

screwlisp.small-web.org/lispga

I left this one as *just* picking up and using lambda forms around the map so as not to clutter up the example, a finished game of life game will be separate.

Also includes my thoughts after reading Dungeon Crawler Carl #bookstodon .

#gameDev #devlog #NicCLIM #McCLIM Map editor #alphaRelease explainer part 2 ! Things begin to get crazy. #commonLisp #programming .

screwlisp.small-web.org/lispga

Here I focus on writing normal lisp lambdas, and pasting them into the active map. Part 3 will be about picking up the lambdas and walking around the map, using them (i.e. to effect hextille game of life).

I look forward to your thoughts. We are in strange waters.

#gameDev #commonLisp #McCLIM #NicCLIM Map Editor #devlog sharpsign... alpha release part 1.
screwlisp.small-web.org/lispga
I also went back and reread McCarthy's original LISP article (Also Part I) to make sure he said programming might be done in terms of pictures. He specifically presented a scheme for turning universal recursive flow charts into lisp s-functions.

On the Sunday-Morning-In-Europe Peertube live one hour from now, (on toobnix.org/a/screwtape/videos) I will mostly read from McCarthy's paper.

Continued thread

backend design. the data format is clear: tables and accelerating index maps.

BUT: we have opposing demands for reliable storage and fast read access. we want an incremental versioned format. on disk, it should be crash-friendly, so no save/load required, resume work right away. LMDB is the best pick here: can provide us with tables and index maps.

but we also render per frame, so need fast data iterators. could source LMDB's B-tree directly, but is it fast enough?

Found some Pico LoRa sx1262 sensors here, and created a modem with them. Now I can easily send messages over radio with anything that have an USB port.
I have a few ideas for practical appplications, but that will need to wait.

github.com/brenordv/micropytho
#iot #lora #python #dev #devlog #micropython

Collection of libraries and helpers for Micropython + Raspberry Pi Pico - brenordv/micropython-snippets
GitHubmicropython-snippets/pico_lora_sx1262 at master · brenordv/micropython-snippetsCollection of libraries and helpers for Micropython + Raspberry Pi Pico - brenordv/micropython-snippets

#DevLog: New jj-fzf Restore, LLM-powered commit messages and Oplog Revert!

✨ Alt-S: Start Interactive Restore

⏪ Oplog Alt-V: Now Reverts Operations

📝 Smart Merge Commit Messages
→ Ctrl-D now auto-generates merge commit messages

🏷️ New Bookmark Untrack / Push-New

🧠 LLM-Powered Commit Messages
→ Ctrl-S edits LLM-generated descriptions
→ Supports #LLamacpp, #Gemini, #OpenAI

🔧 Config & Docs
→ Full LLM setup documented in man page

github.com/tim-janik/jj-fzf

#Jujutsu#VCS#jjfzf

Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming. #Godot #Godot4 #GodotEngine #GodotTips #2D #devlog #indiedev
youtube.com/watch?v=A35l96p0pJw

Replied in thread

#FractalFriday

Finally got FloatExp numbers to work. A FloatExp datatype is a real-valued struct, which contain a floating point number and an extra integer, which holds the exponent.

Then, a real number {mantissa, exponent} can be represented using mantissa×2^exponent.

Using this method, numbers far beyond the range of single and double precision floating point numbers can be represented.

This image is computed using a 32+32 bit floatexp (32 bit mantissa and 32 bit exponent). Plain 32 bit floats are not enough. Of course, perturbation and linear acceleration is also used.

Spacetime boxes and #NicCLIM #gamedev : An ordeal #devlog #commonLisp

screwlisp.small-web.org/lispga

I made a gamedev-my-NicCLIM-oriented spacetime-box class to try and figure upon Olum's stuff. I got tied up making two spacetime boxes, then making one spacetime-box every neighbor of the other, which was a huge problem actually. It seemed to be working at the end. Skip quickly to the extensive and far-ranging if poorly-named conclusions.