I started working on some GUI elements now that more complex stuff is settled
Still a long way to go but at least it is starting to look like an actual game
Tracking PR
https://github.com/AngelMunoz/Kipo/pull/20
I started working on some GUI elements now that more complex stuff is settled
Still a long way to go but at least it is starting to look like an actual game
Tracking PR
https://github.com/AngelMunoz/Kipo/pull/20
Not every day you get the chance to use SRTPs in F# but when you need a small and quick DSL for something non-F# friendly they can save you
When people say "But dotnet is C# and F# is an afterthought" I mean perhaps for those authors but the language JUST WORKS
Like for real if your excuse to not use F# is because libraries are C#, you're being really shortsighted
anyways Here's the code
https://github.com/AngelMunoz/Kipo/blob/feat/hud/Pomo.Core/UI/MyraExtensions.fs
I usually leave "visuals" as some sort of afterthought, which is weird as I was mainly a frontend developer for years.
The last two days were dedicated to fix the rendering pipeline in the game I'm writing, from obvious AI stitched code from thing to thing just to make it work
To a full parallelizable emitter architecture with command arrays, these commands then are given to MonoGame's to do the actual drawing.
I now feel confident that any changes I make to my rendering pipeline are predictable and won't break in weird stuff
adding a new rendering feature would likely be another command array with the same parallelizable potential.
As usual, F# gives me the confidence that refactors will still leave my codebase working whenever I have good domain types driving all the thing down to the last consumer
PR for reference:
https://github.com/AngelMunoz/Kipo/pull/16
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