Activity

aloyak

Shipped this project!

Hours: 15.14
Cookies: 🍪 237
Multiplier: 15.63 cookies/hr

This project has reached a nice playable state, but it will keep getting updates in the future. Lockin sidequest completed!!

Have fun!

4loyak!

aloyak

Steam Gacha

https://steamgacha.aloyak.dev

I’ve been working with supabase and now I’ve got a basic cloud system, so you can save your cards and progress to your account. This should be a nice change to make continuing the development easier

You should be able to migrate your local cards to a web account!

I’ve also updated the card’s designs and I’ve added descriptions to some cards. There are now ~20000 cards compared to last devlog where there was ~4000 cards!!!

happy gambling!

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aloyak

Steam Gacha

https://steamgacha.aloyak.dev

Its so much fun to work in this project honestly, I’ve made a lot of progress and exciting changes, some of them very interesting!

full changelog:

  • Added a new Special Pack with better odds
  • Added the Lab! You can change 5 cards of 1 category with a new card of the next category (with a generous success rate)
  • Added a new Card Rarity!
  • Allowed for repeated Cards, most of the time
  • Updated the game database, I went from ~990 cards to ~3880!!

I’m cooking up some new changes, this is growing a lot faster than expected, feedback wanted!

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aloyak

Steam Gacha

https://steamgacha.aloyak.dev

I’ve added a lot of exciting stuff to the game, it looks really cool and I believe I’m feeding myself a gambling a addiction lol

full changelog:

  • Improved the Cards style, based on the category
  • Added a really nice opening animation
  • Changed the card probabilities, hardest card to find is 1 in 150 chance
  • Added a limit of 10 packs every 15 minutes (you can skip it for debug)

I’ve been thinking of adding a “lab” where you can change 5 cards of one category for 1 of the next category, idk tho

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aloyak

Steam Gacha

https://steamgacha.aloyak.dev

Hello!! I’ve been working on this for a little bit and its been pretty fun overall, I’m using tailwindcss and vite+React to make this little card game about steam games, it currently bases all the rarity on the game’s reviews but this will probably be updated.

I’ve added simple booster pack opening and made a simple json file with around 2000 steam games that you can get!

Check it out!!!

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aloyak

Shipped this project!

Hours: 84.52
Cookies: 🍪 1702
Multiplier: 20.14 cookies/hr

https://origin.aloyak.dev/game

Hello,
This project has been so much fun to build and I’ve learnt a lot in the process, you can download the game and the sandbox from the github page but its also possible to play a web version of the game in the given link.
Hope you like my project!!!
Thank you

4loyak!

aloyak

Origin Engine

https://origin.aloyak.dev

This is probably gonna be the last devlog to the first ship! I’ve been working on refinements and small improvements to have a nice little release version, the development is of course not still over, I still got a lot of ideas and work to do, I’ll explain that a bit further down.
I’ve also made some good progress to the physics system but its still a bit broken, I’ll need to investigate that later on

full changelog:

  • Added Windows Support! after a few changes that prevented the windows api from working, origin engine is officially supported! (this time was not logged unfortunately)
  • Added the Mesh Collider on the rigidbody component, although not very optimized currently
  • Added a status bar to the sandbox and moved all logging to an in-house logging class instead of using spdlog
  • Added OpenLastScene option to the sandbox

These are the last changes to the first shipped version (0.12.1), after this first ship I’d like to improve the physics system a lot and make some collision callbaks. Also I’ve been reading a bit on how to implement a simple audio system.
Thank you!

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aloyak

Origin Engine

https://origin.aloyak.dev

It’s been a frustrating headache to add something as simple as icons to the sandbox editor but I finally got it working, the bug was that the default icon pack was being merged with the icon pack and so half of the icons wouldn’t work because they would be displayed as the normal font.
I’ve also fixed some small things in the physics system, more info in the changelog.

full changelog:

  • Added Icons to the Sandbox Editor, using lucide static ttf file
  • Fixed Syncronization between physics-space rotation and the objects rotation, now simulations look more natural overall, there’s still some small problems tho.
  • Added More ShortCuts like Editor Camera Speed Control with the Mouse’s scrollwheel (had to update the input class)
  • Updated the Demo Game to showcase physics, you should try it out! (in the new physics-demo branch)

I’m working in an efficient system to add a mesh collider and to maybe start a sound system but I don’t want to leave stuff mid development!!
This is officially Origin 0.12.0 btw.

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aloyak

Origin Engine

https://origin.aloyak.dev

Today’s devlog is split into two parts, because I’ve been working on two different things. The sandbox is becoming something pretty exciting and fairly easy to use but powerful, and its quite easy to work with it at it literally is just like any other game, only a bit more special. On the other side, I’ve been working on a physics system based on Bullet3 Physics simulations, its not finished tho

full changelog:

Sandbox

  • Added user settings, stored in a simple json file that tracks your recently open scenes and other preferences
  • Added a search bar to Scene Hierarchy
  • Added Entity Duplication
  • Added Physics simulation settings, toggle/reset/keep…
  • Added Collider Debug Gizmos
  • Fixed Component Names

Engine

  • Added the Rigidbody Component!
  • Included Basic Physics System based on Bullet3, including simple collisions (basic Colliders), gravity and different body types (dynamic, static and kinematic)
  • Added ‘Rotation’ Property to the Skybox Component
  • Added Metallic Map to Materials
  • Fixed Keycodes

Overall its being really difficult getting the math right so that the bullet3 API would understand what I want it to do, and its not perfect yet (you can see that in the video), but im happy with the current solution. I’ll continue working on this right after I publish this devlog. Also I want to add Shader precompiling now.

Thanks for reading, Cya!

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aloyak

Origin Engine

https://origin.aloyak.dev

I’ve been stuck for a couple days because adding shadows seemed to be a lot harder than what I thought, so I don’t really think they’re gonna be implemented in a while. I’ve focused on refining and improving some systems and adding small features after trying to add shadow maps for the third time…

Even though this was frustrating I at least now know where to continue progressing the engine.

full changelog:

  • Fixed Web Builds as shaders weren’t compiling properly
  • Updated the demo game to showcase lighting (https://origin.aloyak.dev/game/)
  • Improved the Sandbox’s Action System, unified shortcuts and menu actions (and added a light theme)
  • Added a lot of options to the material settings of the renderer component, so UV editing, Base Color, Shininess…
  • Added normal map support (basic) to materials
  • Added Gamma Correction, enabled by default
  • Incorporated Bullet3 to the engine, this will be the future Phyisics API.
  • Added a simple raycast feature that works half of the time, used in the sandbox to click on the entities you want to use.

I’m currently going through the Bullet3 API and considering adding proper physics to the engine, hopefully it isn’t as hard as with the shadows :)))

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aloyak

Origin Engine

https://origin.aloyak.dev

It was very painful, but I got a basic website up and running to give some small information about the engine, the plan is to expand it later but for now its good enough.
I used vite + tailwind to make the workflow as easy for my as possible and I also went for nes-css to match the pixelart style of the engine itself.

I haven’t changed the demo game but that will probably come shortly after this, I think the web build is broken currently but it should be too hard to fix (please)

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Comments

tunnor
tunnor about 1 month ago

Looks great! I really love the asthetic of the engine as well!

aloyak
aloyak about 1 month ago

thank you!!

aloyak

Origin Engine

https://origin.aloyak.dev/game

I’ve been cooking some great shaders and after reading a lot of other people’s implementation (and learnopengl.com ofc) so I can say I managed to add simple lighting to the Origin Engine (Blinn-Phong implementation), currently there arent any kind of shadows or spotlights but I’ll try to add them later on.
I’ve also made a huge amount of progress on the sandbox editor!

full changelog:

  • Added Sandbox Styling + Fonts
  • Added Sandbox File Dialogs, to open/save/saveas your scene files cross-platform (web isnt supported by the sandbox, yet)
  • Added Sandbox Options & Shortcuts, like vsync, camera speed, entity options, about panel…
  • Added Point Lights!
  • Added Directional Lights!
  • Small improvements to the scene system

I normally say what I’m gonna be working on next here but I have no honest idea of what will be the next step, I’ll see if shadows viable or if I could maybe focus on something else for the next updates.
PS: I’m in love with how the sandbox editor ended up like lol

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Comments

Michelle
Michelle about 1 month ago

so cool

aloyak
aloyak about 1 month ago

ty!

aloyak

Origin Engine

https://origin.aloyak.dev/game

I’ve been working on structuring and organizing the project before going to more complex tasks (like lighting), a lot of problems I was able to spot (also thanks to Claude ofc) were fixed.

full changelog:

  • Added a simple Resource Manager that allows the engine to cache assets so loading is generally much faster
  • Splitted the engine class with a new renderer class, so that the engine class doesnt have any kind of opengl code at all and makes everything a bit easier to work with
  • Added the material class so the renderer doesn’t need the shaders themselves but now it just works with the materials
  • Made the scene system a lot more memory safe, and created some methods to find entities in the scenes by name or index
  • Fixed the offscreen buffer not rendering to the screen when pixelart was disabled
  • Added some details to the sandbox’s properties window
  • Made the render order deterministic, so its always the same per frame
  • Organized the project in different dirs like core/ render/ debug/ input/ and renamed the component files

I know I said I wanted to update pixelart to make it the right way I think thats probably gonna be one of the last things I’m gonna do. Right now I’ve started making some custom shaders to explore lighting and I’m thinking about how to implement it properly
Also I need to study a bit my own code lol, I’m forgeting some stuff I wrote weeks ago

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aloyak

Origin Engine

https://origin.aloyak.dev/game

Its been a week of trying to upload a demo game to the internet and finally there is a working link! After trying many services and applying some interesting solutions (like creating a gh pages website with forced LFS support) i managed to get this “game” up and running. Currently it takes a little bit to download the game assets/shaders/etc and a lot more to load them into the engine, but overall, it works!

Full changelog:

  • Uploaded demo website (please check it out!!)
  • Moved SDL2 logic to its own window class, good organization improvement.
  • Improved Sandbox with scene movement and component inspector
  • Fixed Pathing, it now supports cross-platform paths and binary relative assets, this also helped a lot when working with the sandbox.

There are a lot of challenges yet to come, but probably the next step will be to put the sandbox aside to add simple lighting and true pixel art (the right way).

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aloyak

Origin Engine

Added TRUE 3D PIXEL ART!!!!!

This is not an effect, but real 3D pixel art! The engine renders everything to an offscreen buffer with very low resolution which is then stretched to cover the whole window (or you can use that buffer for whatever you want, like for example, a viewport window for the sandbox module im now working on).

Full changelog:

  • 3D pixel art rendering.
  • Simple color depth function which allows you to limit the number of colors rendered (to choose from 4, 8, 16, or 32-bit colors, the screenshot is at 8-bit).
  • I’ve also been working on a simple wobly effect like the ps1 models have but I don’t really like the result right now.

Adding the offscreen buffer is going to make the sandbox a lot easier to create, but I first need to fix some problems with relative paths and stuff (and make loading assets quicker)

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aloyak

Origin Engine

I added a very simple scene system based on json serialization. The engine now supports loading/unloading/saving scene files fairly quickly. This will also make the sandbox module a lot easier to create as it would just really be a json modifier with a nice UI. This system allows you to create entities inside scenes but also off-scene entities that are not linked to any scene in particular, so if a scene is unloaded your player entity (for example) won’t get unloaded with it.

Next I would like to add a “skybox” component so my scenes don’t look so empty and sad :((
Also I need to check for Windows Support, which should be working nicely but I don’t I need to borrow a windows computer. I need help testing for MacOS support!!!

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aloyak

Origin Engine

Finally Added Web Support, switching to SDL2 was such a good decision. It now uses OpenGL ES strictly for web and OpenGL 4.1 for desktop.

  • Firefox works well, Input seems to be broken on Brave

  • Chrome and Safari are not yet tested!

  • I also added some more test assets and fixed some bugs.

  • Added some window settings like VSync and Fullscreen options. Performance seems nice but it will probably need optimization (mostly with assimp)

I’m now trying to upload a simple game to my website but I’m kinda struggling…
I want to add skyboxes and other stuff but I think it would be better to add a scene system first. And of course I need to start making the pixel art stuff at some point.

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aloyak
aloyak about 2 months ago

For any future web demos -> https://origin.aloyak.dev

aloyak

Origin Engine

There’s a video next to the screenshot!!

I made quite a lot of progress! In order to make web support easier.

  • I had to drop GLFW and instead work with SDL2, it makes everything so much easier and it was relatively ez to port, and no game changes needed!
  • Made Compiling + Cmake a lot faster by removing Tests and Docs from all the libraries
  • Made the Model class now use the Texture class and implemented a simple cache system so a texture can’t be used twice, which saves time. Claude helped me out because this took many smart pointers
  • Very important: Created an Entity/Component system which uses templates so its very easy to add new components, right now only the Render, Camera and Transform components exist, but its enough to make the demo on the video work

After this I will try to make emscriptem work now that SDL2 is here…

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aloyak

Origin Engine

It took a long while to learn how to use assimp, but know my engine supports reading directly .obj files and rendering them, although it takes some time to load them (way too long). After this I want to “standardize” everything into an entity/component system.
This model was made by crytek and the video is my engine rendering that model. May cause dizziness (sorry)
In a bit I’ll try to make the WebGL support to make a sort of demo public, we’ll see tho, stay tuned!

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Comments

aloyak
aloyak about 2 months ago

PS: I also created a nice logo using Gimp!!

sl4shed
sl4shed about 2 months ago

yo this project is really cool

aloyak
aloyak about 2 months ago

Thank you!

aloyak

Origin Engine

Hello!, After a few days of reading documentations (ty! learnopengl.com) I have this basic demo working. Simple but cool and I’ve learnt a lot over these last few days (mostly perspective matrices math and shader programming)

I’m making a super basic true-3D-pixelart game engine. It supports OpenGL but will possibly add WebGL support in the future, the project is currently divided into a ‘game’ module and an ‘engine’ module, but I think it would also be cool to add a sandbox…

This is a very simple demo using the engine to make a hardcoded cube rotate in from of a camera. After this I will probably add a texture class and keep going!

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aloyak

The SK Programming Language

https://sk.aloyak.dev

Hello! Made a few simple changes that I spotted missing while creating a project written in SK, heres the changelog!:

  • Added the *= and /= Operators
  • Added Basic REPL Syntax Coloring!
  • Updated Documentation

Published all these changes to a new version (0.9.8), Any suggestions are welcome (PLEASE)

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aloyak

Hello! I’m making a round archive for valorant esports that watches the game’s VODs and saves every round to a database in order to make its easy to see outcomes of strategies on different teams, players, maps or pretty much anything, still a prototype (if ever completed lol)

Spent a lot of time making a prototype to sort of check if my idea was even doable, for now i made this progress:

  • vlr.gg scrapper from match ID
  • Automatic VOD Downloader (with a life-saving cache system)
  • Simple VOD reviewer that gets information of some pixels

The idea is to make a public website where all this data can be searched, even with an API. Again, this is just a prototype and probably not very useful in the first place :)

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aloyak

Shipped this project!

Hours: 88.72
Cookies: 🍪 335
Multiplier: 24.51 cookies/hr

Hey There!
I’ve added a lot of thing that are essential to this language, many new features and variable types and most importantly the units library, I published the VS Code extension to the Workshop, made a http and json library, an improved REPL mode and much more stuff!!!
Please look at the demo page. (https://sk.aloyak.dev)
After this I will start to work on other projects but I’m not over with this one yet!

  • 4loyak!
aloyak

The SK Programming Language

https://sk.aloyak.dev

I’ve added a lot of things in this update, I love to see how this project is growing so fast lol, Next ship will probably come shortly. These is the changelog:

  • Added The match Statement
  • Added try-catch for Easy Error Handling
  • The http and json Libraries
  • Improved REPL interpreter with support for code blocks
  • Published the VS Code Extension to the Workshop
  • Better Documentation!

Any new features/ideas are welcome!
A new version will be publish after I upload this (0.9.7)

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aloyak

The SK Programming Language

https://sk.aloyak.dev

@cyteon help me find a bug that happened to be hugely important because it didnt only affect partial bools but many other variable types such as arrays and ‘nones’, so that was fixed quickly and I pushed a new version (0.9.6)! This are the full changes

  • Fixed Logic
  • Fixed the panic If Policy Error Handling
  • Added The string Library
  • Small Improvements to IDE’s loading speed (i think)

PS: 100 downloads on crates.io!

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aloyak

Shipped this project!

Hours: 9.02
Cookies: 🍪 118
Multiplier: 13.07 cookies/hr

https://aloyak.dev
This is my personal website where I keep all my projects and other information, it has a retro vibe and many cool animations. Fortunately I was able to get this professional domain from github education benefits so all my projects, specially this one, have a nice domain (which took too long to set up btw)
Thank You!

  • 4loyak!
aloyak

I don’t want this website to be too complex so it’s time to ship

  • Added new domain that took way too long to configure, check it out! https://aloyak.dev
  • Updated Styles with new animations and shadow effects as well as a grid background
  • Changed some unimportant information
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aloyak

The SK Programming Language

https://sk.aloyak.dev

Finally finished with an exciting feature, after rewriting this a million times I’m done with the units library, its allows you to use variables with units (which means they transform into the quantity type) and also define your own units, this is the full changelog:

  • The units library
  • Added multi line comments (/* comment */)
  • Added the write() function to print without adding a new line.
  • Deleted Dead Code

I’m running out of ideas to add so any suggestion is very much welcome. I’m currently working on a ffi for the language :)

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aloyak

The SK Programming Language

https://sk.aloyak.dev

I’ve been working on some stuff that I believe to be essential for this language and they were fairly easy to do:

  • New Web Domain (thx github benefits)
  • The Array Type
  • For Loops
  • Website IDE RAM limit
  • Website Share button

I was considering adding an ffi to this language but there’s a lot to finish before doing that!

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aloyak

I like my website as it is right now, I think I will ship it after this update!

Any ideas about what to add next or feedback is very much welcome…

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aloyak

I’ve added some stuff and now the page is looking a lot better. I’ve finished these:

  • Added a nice parallax loop effect to the landing page that changes in dark mode
  • Made the contact form work
  • Small Details like profile picture & better projects layout
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Comments

2klxst
2klxst 2 months ago

This looks nice!

aloyak
aloyak 2 months ago

ty!

speedhawks
speedhawks 2 months ago

Superb , its very unique, really cool!!

aloyak

Hey there!
I’ve been working on many projects but I realized I didn’t even have a personal website, I created a very basic right now, currently available at https://aloyak.github.io/
I used nes-css for a retro 8-bit look and I think it looks pretty neat

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aloyak

Shipped this project!

Hours: 73.47
Cookies: 🍪 2103
Multiplier: 28.62 cookies/hr

Hey There!
I really liked working on this project even tho I forgot to log almost 1/3 of my coding time. This is the SK Programming Language, it features a lot of high level functionality like variable type assumption, easy conversion and features many uncertainty-based functions. On top of this it has support for REPL mode, a website IDE, good enough documentation and much more stuff.
Please take a look into the demo website for all information
Thank you!

  • @aloyak
aloyak

The SK Programming Language

https://sk-lang.vercel.app

I’ve been trying to add the units library but right now it’s only syntax related, no real useage right now.
Also added the += and -= operators!

I think this project is in a very good shape right now so I’m going to ship it, but, this won’t be at all its last version. After the first ship these new features will be in the works:

  • Fully working units library
  • Array type + for Loop
  • Constrains (maybe)
  • The Observe and Explain Keywords
  • FFI (maybee)
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Comments

Noten
Noten 2 months ago

I really like the idea of this, you should post this on hackernews and/or reddit, i feel like people would be interested.

aloyak
aloyak 2 months ago

ty! i will do this for sure :))

aloyak

The SK Programming Language

https://sk-lang.vercel.app/

The most basic functionalities are almost completed, there’s still a lot of work to do but I’m considering shipping this as it is right now and updating it later on, after a few hours of coding and then starting over I got some new features working!

  • Way Better Error Messages
  • Increment and Decrement Operators (x++ and x--)
  • File System (fs) library (very basic)
  • A few unit tests
  • math.truncate()
  • Safe mode that disables os.command() and the fs library (so my server doesn’t get hacked)
  • the “clear!” keyword for the REPL interpreter

Currently searching for bugs and undefined behavior.

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aloyak
aloyak 3 months ago

PS: I also updated the documentation a little bit but i couldn’t log that time for some reason

aloyak

The SK Programming Language

https://sk-lang.vercel.app/

Added a few interesting things:

  • The Rand Library
  • The OS Library
  • Loops!
  • Better Documentation
  • Moved the interval operators to the math library
  • Allowed the interpreter to run projects rather than only files (–project flag)
  • Minor Refactoring

TODO:

  • I started working on a more detailed Error system that shows exactly where anything happens and displays the code to fix, very rust inspired too
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aloyak

The SK Programming Language

https://sk-lang.vercel.app/

This is starting to look in very good shape!

  • Added the ‘pub’ and ‘as’ keywords for an improved workflow with libraries
  • Improved: The Math Library, I added a lot of stuff I thought I had already done but apparently not
  • Added the Time Library, with timer functionality and formatting
  • Small fixes to error handling and simplified some implementations
  • Better Documentation Rendering + The IDE downloads automatically the latest version now

I would like to keep adding new things but I’m gonna take a little bit to study any possible bugs or undefined behavior to have a more robust code base

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aloyak

The SK Programming Language

The updated website: https://sk-lang.vercel.app/

Added a few important things!

  • Added functions, with default arguments and return values
  • No return keyword, all blocks return the last value of the block
  • Added imports for built-in libraries as well as other files
  • Added the (very basic) math library
  • Improved Documentation!

TODO:

  • The ‘pub’ keyword for public functions (all functions are public right now D: )
  • The ‘as’ keyword for aliases for libraries
  • Better error messages
  • Loops
  • More libraries
  • Organization

Look at this beautiful Fibonacci function!

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aloyak

The SK Programming Language

Huge update! The SK Programming Language now has a website with a lot of features.
CHECK THIS OUT: https://sk-lang.vercel.app
Created the SK Website which includes:

  • Basic but very scalable Documentation
  • Installation and Basics for quick setup
  • A FULLY working IDE with the latest SK interpreter installed!
  • A lot of information about the language

After this im going to focus on improving the interpreter with:

  • Working Functions (non-natives)
  • Better Error messages
  • Standard Libraries + Multiple file projects (i.e. the ‘import’ keyword)
  • A more detailed documentation
  • Improved REPL interpreter
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aloyak

The SK Programming Language

Very small stuff added but I am pretty excited for this:

  • Created a simple vscode extension that makes working with SK a lot easier, includes colors and simple snippets!
  • Published the interpreter to crates.io: (https://crates.io/crates/sk-lang)
  • Created a Release (0.5.2) on the github repo
  • Added the MIT License
  • Took some time to create a second version of the logo in GIMP

I needed to take some time off from coding the language so I focused a little bit on simple but useful stuff

The SK Programming Language: https://github.com/AlmartDev/SK

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aloyak

The SK Programming Language

I’ve been doing a lot of research to apply some of these so I spent most of my time actually reading documentations lol,
Very nice updates today:

  • Created a super simple repl interpreter (line-by-line interpreter) that needs a lot of work
  • Added Scopes!
  • Added if/else statements (and elifs, but they’re not really finished)
  • Added interval operators like mid(), width(), intersect(), union()
  • HUGE refactoring & organization, specially to primitive functions
  • Fixed resolve() for symbolic formulas with an unknown variable
  • Updated the readme to match the new features and made it prettier !
  • Started working, barely, to create a vscode extension for SK!

take a look! -> https://github.com/AlmartDev/SK

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aloyak

The SK Programming Language

The SK Programming Language:
Improved the interpreter with a lot of new features!

  • Symbolic Variables (see screenshot 1)
  • Primitive Functions: Input() and num() (see screenshot 2)
  • Boolean Logic + Knowledge Operators (see screenshot 3)
  • Power Operators
  • Started a little secret

TODO:

  • Scopes
  • if/else statements and functions

check out why SK is speciall here!: https://github.com/AlmartDev/SK

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aloyak

The SK Programming Language

Finished a super basic Rust interpreter for SK,
What was added:

  • An improved parser and a brand new evaluator + environment controllers
  • Primitive functions like “print()” or “panic!”
  • Support for most variables (symbolics are yet to come)
  • String concatenation and the “str()” function
  • All kinds of operations for known, intervals and unknown variables (SK special)
  • Improved CLI

TODO:

  • Symbolic varialbes
  • Scopes
  • If/else statements, functions, (loops maybe but idk)
  • A nice beautiful web IDE

Why is The SK Programming language special? check out: https://github.com/AlmartDev/SK

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aloyak

very simple stuff added, feedback & suggestions wanted!

  • fixed the raccoon shopkeeper (the ideas raccoon) not displaying properly
  • registered this project as an extension (pls update to latest version so it counts!)

Still using Chrome? try brave, it’s like firefox but actually private!

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aloyak

Created BRAVETOWN

A simple browser extension for Brave users that fixes flavortown!
Feedback wanted!

  • fix: cookies not displaying correctly

Give Brave Browser a try too!

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aloyak

Started the SK-interpreter!

I started designing and structuring the actual SK interpreter and finally felt like I had something good enough to start, at the moment the interpreter has:

  • Simple file selection + logging
  • Error handling (with line and column)
  • No semicolons! i though i would have to add them at some point but apparently not
  • Raw file into Tokenized code (see screenshot)

Next steps would be to move this tokenized code into a Abstract Syntax Tree (AST).
Even tho this looks like any other high level lang, this one is different! see the cool features of the SK programming language at: https://github.com/AlmartDev/SK

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chefpenguino
chefpenguino 3 months ago

how’d you do the 3d mockup image? it looks cool

aloyak

The SK Programming Lanugage: Uncertainty is a first-class entity, SK does not assume all variables have exact values. Instead, it tracks uncertainty explicitly throughout calculations, decisions, and control flow.

Added:

  • Boolean logic
  • Knowledge operators
  • Improved resolution of Symbolic variables + better simplification
  • Added symbolic policy for if statements
  • Overall code base simplification
  • extra: created a simple logo (really bad)

TODO:
I really want to start with the interpreter but I first want to make sure that this prototype made in python really represents my intentions with this language, its been a headache for the last 13 hours and I haven’t even really started :))

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rupnil.codes
rupnil.codes 3 months ago

my dumahh read S-UNKNOWN as SUN-KNOWN

aloyak

Hello People!
I managed to get a super basic prototype working using python as a base, but the idea is to build an interpreter in Rust or C.

Sk takes uncertainty as a fundamental part of its design, variables can be known, partially known or unknown and it allows you to work with them seamlessly. It has support for symbolic variables and has a nice syntax yet to come.

This is a simple example in python…

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aloyak

Shipped this project!

Hours: 19.59
Cookies: 🍪 567
Multiplier: 28.93 cookies/hr

Finally, ReadCoach 1.0! https://read-coach.vercel.app/

  • This website allows you to train your reading speed using RSVP, a method that cuts down the time you waste moving your eyes from word to word and also prevents you from using your inner voice for reading. A few sessions with this periodically will improve fairly your reading speed!

  • This version (1.0 Shipped) has all the features I would’ve liked to have if this website wasn’t programmed by me. Sadly, I had to cut some time on the backend, so there is no saving settings and texts for your account (yet! it is on the works)

Disclaimer: AI was used to create some texts (AI texts ID’s start with “A”)
Hope you like it!
@Almartdev

aloyak

Final changes before shipping!

  • Organized project structure, it was getting messy
  • A very cool 𝖊𝖆𝖘𝖙𝖊𝖗 𝖊𝖌𝖌 :)
  • Added some new Themes (copied from colorhunt)
  • Very small things: added small version text, fixed tutorial background text, changed some icons

demo -> https://read-coach.vercel.app

TODO after shipping:

  • Improve backend for saving texts and settings per user -> login, stats, etc, probably in the near future but I’m a bit tired of this project, I’ll come back to it later
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chefpenguino
chefpenguino 3 months ago

you cooked so hard, i just tried the demo & the UI is amazing. love the idea behind this project :)

aloyak

Biggest update so far!
demo-> https://read-coach.vercel.app/

  • Added a simple tutorial with basic instructions, finally that button isnt a placeholder
  • Added cooler start buttons because it is pretty easy to do that with tailwind (ty tailwind!)
  • Improved Zen mode (still on the works tho)
  • Added word alignment so that your eyes can have an anchor point (disabled by default), I’m still not very pleased with the current solution but it will do for now
  • Improved some texts

Before shipping I will add a lot more texts and many other things!

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aloyak
  • Added a lot of new settings
  • custom texts
  • custom fonts
  • fast keyboard control (very fast)
    this is taking so long to do i cant understand my own comments lol

test it out! https://read-coach.vercel.app/

planning to add an interactive tutorial to explain this website and maybe even actually spending the time to make a user page with statistics and all that (it will take a lot of time)

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aloyak

FINALLY managed to get a quick demo up and running (alpha version tho)
You can now test your reading speed with a few hand made texts, you should check it out!
Polishing is on the works!
you can check the demo here: https://read-coach.vercel.app/
:D

what is this project? the monkeytype.com but for fast readers, also helps you improve reading with interactive tutorials yet to come

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M8000
M8000 3 months ago

Suggestion - flashing words on the screen in at a fixed pace at such a big font size will give an artificially increased reading speed. The most time consuming part of reading is actually moving your eyes and scanning the lines. I tried a reading test like this, and it told me my speed was 900 wpm evn tho in reality its more like 300-400 wpm!

aloyak

ADDED CUSTOM FONTS!
Look at that cool dynamic repositioning of the letters, this took so long to code…
There’s a lot more to come, although this isn’t open for the public yet :(

What is this project? the monkeytype.com for quick readers where you also learn how to double your reading speed in minutes using RSVP.

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aloyak

Im building a monkeytype.com but for reading instead of writting!
I will be using a vite and tailwind because they’re cool and pretty.
For now this is just an idea idk how this is gonna work out
I hope this project is useful for someone because it was very useful for myself :) that’s why I’m very excited to work on this!

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