#🍐 Jonk Stuff
1 messages · Page 5 of 1
yep
i dont know anything about c
this project is too big for me
i will go back to haxe
and practice c sometimes
i dont know what i was thinking dx
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damn, the core of that fnf engine made in opengl that i was doing
is kinda like
love
lua love
noice
i was thinkin
the matrix operations for a 2d environment in opengl
arent that heavy for the cpu
so i could
in theory
batch a lot of sprites with different matrix
and colors if i push that attribute to the buffer object
and if i can apply somehow a shader to a texture
i dont know if thats possible
i could batch everything
if i add to an spritesheet everything
im so bored
im making a gba emulator
cuz i can
ill be using gbdev
nah, maybe tomorrow, i wanna do another things
"Chatgpt, give me a coding project, im so bored"
ive done every project the fucking ai mentioned
DAMN
oh
a 2d physics simulator?
or a generator of terrrain with biomes
ive done a generator of terrain for a topdown game in the pas
but a 2d physics simulator is kinda a big project
and ill probably get bored of the project in 2 hours
with biomes
hmmmm
i could probably
calculate the humidity of every chunk?
or the temperature whatever
and using that temperature for biomes???
also, i dont feel like using opengl
soo probably a game framework
oh
the love2d externs lib
yeah thats a good project
and with that i could work in the game
probleem
i cant generate a file called main.lua and conf.lua
using reflaxe.lua
(and haxe lua target too)
but reflaxe.lua can generate code that
love2d can read
la esquizofrenia de jonk hablando a si mismo
in what engine/framework
flixel, i dont wanna work in opengl for a while
i guess thats done
ill be working
in scripted states (using modules)
and scripted characters (using modules again)
and modules
-# (using modules)
Why not use the conductor from Funkin view?
It's a decent one inspired from sword352
Or now known as axe
Speaking of, what happened to him?
s h h
MOTHERFUCKER
XD
I swear you're starting to become ragebait

I shouldn't have came back here
This is one of the reasons why I wanted to take a break from Funkin view
xd?
Most important one is that I want to stop focusing on note spam finally
Like I just want to focus more on the game stuff rather than specific shit like this
I exist
Oh thank god
I've done 40 to 50 knee pushups
Es de sabios saber wue flixel es mejor que trabajar en algo muy low level
I'm already planning to remove greedy note merge considering all the notes you process are starting to take a toll on the cpu and for that I want to binary search and just make it so you process less but make it look the same visually and hit the same amount of notes, on top of my pixel-perfect note occlusion
soy adicto a las cosas low level
🥀
Pero es de sabios saber cuando estresarse y cuando no
yo uso godot porque teóricamente está en intermedio de tener mucho y tener poco hecho
osea i mean
es un framework bueno
dónde es fácilmente adaptable
Y opensource
y modulaboe
pueden meter modulos al editor
Gosa que yo no sé cómo
Epro gente pro sí
Debería meter un editor de diálogos ahí
debería
sheee
un editor de dialogos basado en el sistema de blueprints e
de unreal es buena idea
sí epro cuando BoundFate salga opensource
I mean ando documentado rodo para luego hacer un modulo que en realidad sea uk addon
llamado UTBTEngine
que te de todo la base
y tú namás uses lo necesario
||mi sangre peruana hace que disfrute el left 4 dead||
when your dog messes up your bed but hes so cute you cant say anything 🥀
why i cant use vencord
uhoh
silly structure
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Si te gusta mi contenido pulsa la campanita porque sino un señor de Youtube me ha dicho que entonces no te avisa de los nuevos vídeos, y no quieres perdértelos ¿VERDAD?
🌐 Todas mis cosas https://baityb...
nada que ver
y a la vez tood
creeme
mi cerebro ya esta frito no me hace efecto
y gracias por la noti
la campanita de yt no funciona
en realidad era más para que entendieras porque no hacer nada también está bien
cosa que yo aún no estoy acostumbrada
y es raro porque hace semanas hablé eso con mi psicóloga
Y hoy te iba hablar de eso
Y luego recordé a baity
haxebot me balacio ;v
You should be safe now 😄

why XD
fui sujeto de pruebas en contra de mi voluntad

silly stages done
once i finish jonk engine
i will learn 3d in opengl
and ill try to make a simple voxel game
like minecraft
omfg, just the thought of coding makes me lazy
I dare you to
probably the next week is finished
tf is that
everything is modificable
Oh?
That's fair
and thats almost done
I have gameplay, main menu, pause menu, freeplay menu, portable settings menu, and then that's it
For now
The settings menu is half complete and freeplay menu just needs highscore
I have an unfinished chart editor ui that looks like this
This is designed to just be a portable chart manager with a system inspired by chrome's tabs and group tabs
Oh
Well I got my eyes on it for a few seconds
I just see the potential to this omg
damn, just thinking on handling measures, beat changes, steps per beat
I already have the conductor set up too
i dont wanna do anything
That's the problem
thinking on a understandable ui
You want to take breaks like I am
learning haxeui bc im not making an ui lib
You just think too fast
damn
I was like that but half the speed when I was younger
tf do you mean, we are a year apart xd
Right now I'm modding plotagon studio desktop which now has the same features as plotagon studio on the new app except without all the bugs and all
i just think about everything involved in adding something to a program
Well that was an L I pulled off
wha
Plotagon was always meant to be paid but since I have my hands on the version I was lucky to get a lifetime subscription on I had began my interest on modding it
Ever since the 6 months that I had left my decompiled code until finally discovering that replacing a dll of it makes it so that your game runs your own custom code, which is how I got true 60fps on it
True 60fps redner
But it was super stuttery so I had to fix all the time variables being integers
It's phenomenal
And well, that's how I got my custom dark/light ui colors
And got this
Just today was when I got it
I love it a lot
It's just so cool if I were to show it to a plotagon fan it would make them absolutely explode with joy
And the best part is it's all done by replacing 1 dll and 1 app.js to both locations
And also an additional new dependency which is ffmpeg
Yes I used ffmpeg as an efficient solution
I vibecoded it
im starting to lose interest in this little project
but 9 days on a project
wow
thats a new record for me
every time i start a project, i know im going to abandon it after two days because i get bored, im surprised that a simple fnf engine has hooked me so much, i suppose it was the sustains thing
it was funny
i have the scriptable states system
so making a titlestate will'nt be that painful
damn
i dived too deep in github
wow, clone hero is fr a good game
damn
what a heavy sidequest
ive found a solution to that rulescript
problem
but i dont like that solution
[cuz is macros shit and compiling that will kill my pc]
this is outdated TrollGe1
interesting
learning macros, day 1
but ive started it so i guess i will finish it
omfg i was in the password menu of linux
and i typed
lime test hl -debug
this is abs peak?
yep
im officially dumb
omg i cant believe its working
the vscode extension is working
🥹
holy moly
i love this
really nice project for a bored day
i will test hexagon and make son changes to it
[and some changes to the vscode extension]
i will make a simple love2d wrapper (again)
using hexagon a reflaxe.lua
adding reflaxe targets to hexagon?
yeah i will do that probably
this is enough, idk how many reflaxe targets are
it works
oh no
this is a dumb problem ngl
uhhh, so basically reflaxe.lua is generating the end of every file as one array
but when the compiler tries to access a super class
it basically does something like
local __super__ = require("superClass")
thing that is wrong
bc each file is returning an array
leeme see if i can fix this
-# i dont wanna use haxe lua target
fixed?
damn
this is too hard
im giving up from this
reflaxe.lua (and lua target itself) has a lot of errors
like
A LOT
and im not going to fix all the erros
so no reflaxe in hexagon
sadad
(i mean, as an official target, you can still compile to reflaxe using hexagon)
-# in theory
i will try to automatically compile hl - c code to executable using hexagon
callate we
por que dices que parece osu
i cant believe ive spend (almost) one day working in a project
this is (again) a learning project
and its big
like really big
but i really like the concept
and how is it going
the fact that something like this is compiling its surprising me
ok, all of this has been ported (probably)
to the haxe system
so you can use it without accesing the cpp package
only haxe features
i have one month and 10 days to finish this
this is all ive made today (ignore the externs, these are the swordcube's externs, ive modified some of the of functions)
Pasamos de peras a tunas
mis frutas favoritas
im learning a lot about externs
and making c++ functions
to haxe
so this project is being useful to me ig
externs are powerfull
but
sometines is a shit for debuggin
last errors
What's this?
im trying to use opengl functions with only haxe classes, no cpp package, i will use it later
only haxe
the buffer data is a bytes instance because Bytes is the best class in the world
when i finish with cpp i will try to add support to web
so everything i can make in haxe
i will make it in haxe
luckly format is a thing
so i dont need to handle by hand things like png
and i love abstracts
okok, i like this
so now i can start working in a easier way to build the applications
and a vscode extension of
ofc
fuck json, xml, yaml, toml, ini, cfg
i will use hscript as my application configuration file
this will be a big project
so when this cli is complete
i will make a forum just or this
what about
window = {
title: "Tuna Test",
description: "Testing"
version: "1.0.0"
company: "Jonk is Kinda Cool"
width: 1280,
height: 720,
framerate: 60,
background_color: 0x00000000,
resizable: DESKTOP,
fullscreen: !DESKTOP
}
assets = new AssetCollection(); // own class?
assets.push("assets");
application = {
output_path: "out/" + (DEBUG ? "debug" : "release"),
source_path: "src",
assets: assets,
executable_name: "Tuna",
main_class: "Main"
}
is Hscript, we can be crazy with this
asset collection could be
push(name, embed, library)
im just suggesting btw
yeah, i will add that option later, for now i will use the functions
im focusing on whats important first, and whats important is communicating the main entry point with the construction data
😔
wdym
how the application builder works, basically, relies on helpers, im forcing a main entry point which will initialize the window with the data from the configuration file. the problem is getting these two classes to communicate, its quite complicated
ok, the main entry point is generating as it should be
its compiling
this is the final ApplicationMain.hx generaed
i will rest this night
and tomorrow i will finish this part of the library
tomorrow i will reorganize all the code
3 days
no stop
i need to make the vscode extension today
i think i will make it in typescript
because testing there is more easier
damn, i dont code in typescript in a while
in fact y'll need to use TypeScript or Haxe transpiled to TypeScript bcs VSCode and the most of VSCode's (forks) uses JavaScript as their extensions
it's easy tho
✅
oh
OH
html5 seems to be working
i need to make a filesystem for this
i9sgsfokhdgkmf
i think im preloading everything
so i need to make a manifest thing(?)
idk
i need to finish this thing a i can make a demo for web and desktop
and then this goes to another post
lets test if this works

dead chat till tuna and everything planned in it are done
tuna killed my brain
using my github pfp again
im doing a simple webgl project using nodejs and typescript
cuz tuna bored me
well, it didnt bored me
i wanna work in it
but working on something so big is exhausting
i was planning to stream this coding session but yt is dumb and i need to wait 24 hours before making my first stream
so i guess tomorrow i will stream it
making a youtube livestream chat viewer in haxeflixel
This when YouTube is down😭
im lazy asf so i just setup a simple webview app to a yt chat
ive streamed a coding sesion
so as a break from tuna
im recreating haxe
a simpler version
but in practice is the same syntax
nice days of doing
nothing
i was recreating haxe
but then i realized
handling things like macros would be so har
so im making another lang
this always relaxs me
real errors
yaay
si jonk hiciera un lenguaje cada que puede:
si hacer lenguajes fuese un deporte mundial (voy ultimo lugar):
variables:
por que dejarias let name :String = Int
osea seria interesante los auto strings que funcionen asi
los cast implicitos son una cosa que tengo planeada
pero se deben definir de manera explicita en la clase
seria bueno una cosa como casting format
de que
si haces una clase
puedas hacer de que
un evento
que se llame cuando se quiera castear
o ya es mujy mi pedote
es que diria algo como
class MyClass:
fn cast(from : Any) -> MyClass:
if from is String:
return str(from)
else
except "Bad Cast usage"
eso mero
hablanmdo mas de objetos
y ya tu nomas harias
let abc:MyClass = "Hola"
seria util con objetos
me leite la mente
d que
class Collisioner extends Object:
var transform:Transform = Transform(z=-1000)
var size:Rect = Rect(100, 100)
fn cast(from : Any):
if (from is Character or from is SpritePhysics)
size = from.get_pixel_size()
transform = from.trans
else
throw "bad cast usage"
hmmm, yo estaba pensando en algo mas como
class Obj{
fn __to_String__() -> String {
# do your stuff here
}
}
para operadores
class Obj{
fn __sum__(b: Any) -> Obj {
if (!(b is Obj))
throw OperatorError # check if the other obj has a compatible operator with obj
else {
# stufffff
}
}
}
inspirado en python
nice
ast viewer
recycling registers
so for functions i will make a new vm
a new vm instance
thats something ive never did
i finally feel like programming
vm at this point
theres only primitives
now i need to make variables
so i guess i need to modify the allocator
@tall patio
one question
una pregunta pe
hexagon permite scripts
like
poder poner
x run dev
x run build
como npm?
osea, hexagon run main?
creo que se puede simular con hexagon test interp
aunque podria añadir esa funcion
algo como hexagon run main classpath
es que quiero hacer mi propio react
y para ello ocupo dev y build
y start
en todo caso
Por así decirlo
osea como
myapp build
myapp dev
myapp start
hmmmm
el dev supongo que sera para hot reloading? perdon si no se es que no uso tanto node
no es cuestion de node, pero si
for some reason now i have an idea of what im doing with opengl
i guess learning opengl wasnt impossible
i love that image
now textures arent that hard anymore
webgl1 sucks
I was deathly afraid of it as well but now that I've tried it out it's really not as bad as it seemed
I'm yet to try messing with 3D, I've been stuck in 2D land basically since forever lol
im scared of 3d, but someday i will need to use 3d 😔
a simple batcher done
now i need to make the Graphics Api
[graphics/Graphics.hx]
clear(color)
setColor(r, g, b, ?a)
setAlpha(a)
setBlendMode(mode)
# transform stack
push()
pop()
translate(x, y)
rotate(angle)
scale(x, y)
rect(x, y, w, h)
rectFill(x, y, w, h)
circle(x, y, r)
circleFill(x, y, r)
line(x1, y1, x2, y2)
polygon(points, filled)
draw(tex, x, y)
drawEx(tex, x, y, angle, sx, sy, ox, oy)
drawRegion(tex, src, dst)
setFont(font)
print(text, x, y)
printEx(text, x, y, ?align, ?maxWidth)
rect(x, y, w, h)
rectFill(x, y, w, h)
circle(x, y, r)
circleFill(x, y, r)
line(x1, y1, x2, y2)
polygon(points, filled)
these functions will be the last ones that i will make
cuz i need some kind of canvas api
finally adding commentaries to a project zip
@tall patio Why are you originally going to discontinue a project?
what?
You said somethin like "I think I'm gonna discontinue pear and work on something else"
pear wasnt stable
thats it
and the way how pear worked didnt liked to me
And now I can't find the message that said that
I have a memory of that
if being annoying were a global sport:
this is my first time using cairo
i will use it for texts
and shapes rendering
like circles and other stuff
wait no
that means no webgl support
you can now render rectangles, circles, and every other polygon that you want by specifying the data of each one
adding antialiasing (kinda) to the spritebatch
that was a dumb idea ngl
really nice sidequest ngl
in theory it should work in webgl
but i couldnt find a way for loading font files in html5
all the graphics api is done
now i need to work in canvas
this is what i have planned
[graphics/Canvas.hx]
new(width, height)
beginDraw()
endDraw()
toTexture()
clear(?color)
dispose()
this will be my first time working with framebuffers
🥺
the canvas class is working now
i hate docs
it makes everything harder to find
if the user wants to use
another shader for drawing a sprite
the batch will be ignored
stable fps with 1000 bunnies
removing the transform - rotate - scale api from the graphics
thats a huge bottleneck
so you should use your own matrix4
this is the time when i need to worry about allocations
30fps with 5000 bunnies
optimizing this shit
with the allocations stuff ive added like 20 fps
omfg
matrix4 is really heavy
damn
ive calculated everything by scratch
60 fps 5000 bunnies
10000 bunnies
same thing
20000 bunnies
30 fps
changed all the api to matrix3
cuz matrix4 is really heavy and its meant to be used for 3d operations
but im making a 2d lib
yeah
developing some demos
shaders are scaring me
oh wait
i dont need shaders
changed some functions in the spriterenderer
so is now
draw -> drawFrame -> drawData
i mean, if it works it works i guess
jumpscare
demo done i guess
im not going to add the collisions
im done with this
and it works in js
the only problem
is that for SOME REASON
lime cant load fonts in js (??????)
tbh idk what it could be the problem
maybe lime in html5 doesnt have a support for char glyphs
so im asking for help in the lime chat and server
I think it's because js uses embedded assets by default
i have all the assets embedded
if there thats a limitation of lime
i will use opentype
https://cdn.jsdelivr.net/npm/opentype.js@latest/dist/opentype.min.js
added sat collision to the flappy bird demo
and a basic way for viewing the collision box
testing some things with wren
i will finish quark and then i will try to implement it in wren
opentype.hx my saviour
last year of school
taking a rest from haxe and using another peak language [rust]
omfg
now that im coding in rust again
DAMN
its really a peak language
all the haxe features i love?!??!
WITH C SPEED?!?!?!?!
c sped
c
Yonk is cooking?
idk
first time making a syntax and logic checker
FINALLY
making the checker
i mean, its a checker and it optimizes some nodes / expressions
wheere is executer
making this kind of language is the funniest thing in the world
like working on a thing that it will satisfy everything you want
damn
the only bad thing is that a have school and i need to focus on some real life things
luckly this is my last year
going back to quark
after
almost 2 weeks without working in it
removing all the text logic
i will rework it later
a month
almost 2 months working in quark
damn
i just remembered why quark was dead
compiling to llvm is making me angry
automatic type checking done
so first im parsing everything
then im checking the ast for some syntax errors or stupid dumb code
and then i check the new ast for compiling to llvm
compiling my ast to llvm
true coding experience
changed from arch to mint
i didnt commit my language
so i have a parser now
rip variables simple gc functions and binops
i guess this is an opportunity of remaking everything
using logos and chumsky for making everything faster
in development and performance
but first i will take a break
and i will try to make a library like logos in haxe
and then one for parsing
changing all the syntaxis
let integer: int = 2
let decimal: float = 0.2
let string: str = "hola"
let memory_management: mut u8 = alloc(1280)
free(memory_management)
func hello(local) -> void:
print(local)
func test() -> void:
let pointer: ptr<u8> = from(0x4888485)
free(pointer)
its been a lot of low level programming
and memory management
and that kind of boring stuff
so im making a fnf engine again cuz i wanna use flixel again
also i need to think how i could make classes, any, std from scratch
chumsky is making me crazy
let func_decl = just(TokenKind::Func)
.ignore_then(select! { TokenKind::Ident(name) => name })
.then_ignore(just(TokenKind::LParen))
.then_ignore(just(TokenKind::RParen))
.then_ignore(just(TokenKind::Arrow))
.then(ty)
.then_ignore(just(TokenKind::Colon))
.then_ignore(select! { TokenKind::Newline(_) => () }.or_not())
.then_ignore(just(TokenKind::Indent))
.then(stmt.repeated().collect())
.then_ignore(just(TokenKind::Dedent))
.map(|((name, ret_ty), body)| Stmt::Func {
name,
args: Vec::new(),
ret_ty,
body,
});
wtf
😭
finally its parsing some code
chumsky is probably the most unreadable lib ive used
but it works amazing
changing from rust to c++
i mean
i like rust, its a great language and one of my favorites
but i still love c and c++
+ c++ is the official lang of llvm
and chumsky was killing me
5/10
great lib but its really easy to get lost while using it
modern cpp
😔
this is not funny anymore
i cant handle those cryptic messages
but i still love cpp
in case someone wanna see this shitty project
just added some simple logs
for debugging
what r u doin,,
uuh, a kind of experiment combining typescript and c++, and some kind of haxe
oooh neatt
4 days
uh
4 days without opening vscode
its generating code
c++ is changing my way on how i see code
taking a rest from cpp
so im making a vm (again....)
because making a new hscript is aproject that ive wanted to do for a very long time
and i think its time
cuz i think i know a little bit more about asts
lexers
compilers
and vms
than 1 month ago
cat