F# Language server and Neovim 0.5
I've been using Neovim 0.5 (nightly) for several months now and I think I've finally found a setup I'm happy with. read more»
I've been using Neovim 0.5 (nightly) for several months now and I think I've finally found a setup I'm happy with. read more»
It's a been a while. I've been busy building my engine/game, throwing it out and starting again, again! read more»
Unlike WebGL, rendering text in OpenGL is a bit more complicated. Here's how I went about it with F#. read more»
I finally reimplemented my basic cube rendering library in F# and OpenGL from JavaScript and WebGL. read more»
Test or Behaviour Driven Development has been a staple in my workflow for years. Now that I've got some familiarity with F# it's time to get serious. read more»
WebGL interfaces directly with JavaScript, OpenGL is natively C. So we need some bindings in F# or C# to allow us to interface with OpenGL. To add further complications we also need to handle Window initialization which can get pretty tricky when dealing with multiple platforms. read more»
Whoah! Over a year since I posted updates! Selling our house and all our stuff and moving into a van is time consuming! In that time I've had a chance to re-evaluate some of the choices I made when starting this project. read more»
Here's how I renew the TLS Certificates on my 3 websites every 3 months with one command. read more»
Some notes on quickly setting up a static website with a custom apex & www domain over HTTPS/TLS using Amazon S3, Route 53, CloudFront and Let's Encrypt Certificate Authority. read more»
I just took delivery of my new Razer Blade Pro to take with me on my travels. read more»
In this article I discuss my choice of coding style and also touch on functional programming. It's something I've been studying for a while and I'm slowly trying to introduce into my work. Both these things will affect the style of code I post on this blog. read more»
Physics will play an important role in this game and the performance of the physics engine is a crucial factor. I've spent a bit more time tweaking the comparison and trying out ideas. read more»
Under promise and over deliver! Last week I said I'd be releasing a demo of 3 physics engines I've been comparing. Well guess what?! I've got 4 to show you! read more»
I've considered a number of different languages to write a game in. From C to Elm. Certainly C is the most widely used. Elm probably being the least widely used. Ruby is what I use most these days. So why did I choose JavaScript? Let's take a brief look at languages I considered and why I ruled them out. read more»
I've been a professional software developer for 20 years. I've written a lot of website applications and I absolutely love what I do. I've used lots of different languages. My real passion, however, is writing computer games. read more»