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Notices by Leonard Ritter (lritter@mastodon.gamedev.place)

  1. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Thursday, 10-Jul-2025 15:12:56 JST Leonard Ritter Leonard Ritter
    in reply to
    • Abolisyonista

    @abolisyonista who specifically built the camp

    In conversation a day ago from mastodon.gamedev.place permalink
  2. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Thursday, 10-Jul-2025 14:24:37 JST Leonard Ritter Leonard Ritter

    with every latin glyph you send, you perpetuate the rule of the roman empire and use the symbols of your oppressors

    the only ethical way to communicate is offered by unicode page U+1FB00..U+1FBFF (symbols for legacy computing)

    In conversation a day ago from mastodon.gamedev.place permalink
  3. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Tuesday, 08-Jul-2025 19:01:11 JST Leonard Ritter Leonard Ritter

    Splitting the public 50:50 lets powerful figures do whatever they want - groups can't coordinate when they disagree on everything. The hack: polarized groups won't block each other's separate actions against shared threats. Instead of seeking consensus, each group can act independently on quiet agreements. Fighting the same enemy separately forces that enemy to split attention - more effective than trying to unite.

    In conversation 3 days ago from mastodon.gamedev.place permalink
  4. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Thursday, 03-Jul-2025 17:06:58 JST Leonard Ritter Leonard Ritter
    in reply to
    • RamenCatholic 🐢 🌈

    @RamenCatholic what do you *mean* no minigun swivel chair on the roof!!

    In conversation 8 days ago from mastodon.gamedev.place permalink
  5. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Monday, 30-Jun-2025 00:34:49 JST Leonard Ritter Leonard Ritter
    in reply to
    • Rich Felker
    • Paul Khuong

    @dalias @pkhuong i'm working on fixpoint-iterative primitives lately (as an alternative to structured control flow) that are strictly forward-facing but trivially copyable, and this would be an ideal solution to support time-reversed debugging.

    In conversation 12 days ago from mastodon.gamedev.place permalink
  6. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 22:12:54 JST Leonard Ritter Leonard Ritter
    in reply to
    • Rich Felker

    @dalias what.. how is that even logically possible. it needs n iters to reach the beginning of the iteration range. then m iters to go through the range, buffer all results. then another m to go through the buffer in reverse (the actual reverse iteration). space needed is also m.

    do you know of a different way to do this? b/c it doesn't seem like 1-step-iterators give us much freedom here.

    or do you build an ad-hoc search tree? then the space needed would be log m and m log m makes more sense

    In conversation 12 days ago from mastodon.gamedev.place permalink
  7. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 22:12:52 JST Leonard Ritter Leonard Ritter
    in reply to
    • Rich Felker
    • Paul Khuong

    @pkhuong @dalias yeah. so, an ad-hoc search tree. it has fragments that appear in in-place sorting algorithms.

    then it is all the more important to mention the time-for-space trade-off, since that's the whole point.

    In conversation 12 days ago from mastodon.gamedev.place permalink
  8. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 17:38:44 JST Leonard Ritter Leonard Ritter

    there never was a beginning of space and time,

    therefore, it will never end, either.

    states of matter and mind come and go.

    scientifically terrifying

    because it is unknowable:

    the origin of everything.

    In conversation 12 days ago from mastodon.gamedev.place permalink
  9. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 17:38:43 JST Leonard Ritter Leonard Ritter
    in reply to

    i get it now, mysticism. the void is not empty - merely unyielding. you keep the void in mind. much can be revealed, but some will never. so you pick the eternally unrevealable, make it your symbol. your contemplative focus point. something to struggle against, as not to struggle would be to resign to ignorance: resting in what little light you found. a mysticist must reveal. only through revealing they will struggle against the void, first to all that is, second to none.

    In conversation 12 days ago from mastodon.gamedev.place permalink
  10. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 17:38:42 JST Leonard Ritter Leonard Ritter
    in reply to

    is the void in the past? is it in the future? yes. i came from it and i shall return to it, having seen all i can see but none the wiser.

    can revealing be done efficiently? all it takes is to meet the uncomfortable. this challenge can never be efficient, hence the struggle.

    for images of the void, close your eyes or imagine a fully connected graph as its number of vertices increases. think of the void star. the rim of a mandelbrot. there are eight billion images of the void.

    In conversation 12 days ago from gnusocial.jp permalink
  11. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Sunday, 29-Jun-2025 08:54:09 JST Leonard Ritter Leonard Ritter

    every time i watch robin hood i'm feeling like this is the ground zero of furrydom

    In conversation 13 days ago from mastodon.gamedev.place permalink
  12. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 20-Jun-2025 02:20:15 JST Leonard Ritter Leonard Ritter

    ironic that we live in a time where everybody owns a computer with a mandatory button that spawns a supposed "magical genie", except for computer witches & wizards who specifically do *not* have such a button anywhere, nor do they wish to have one

    In conversation 22 days ago from mastodon.gamedev.place permalink
  13. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Tuesday, 27-May-2025 18:57:05 JST Leonard Ritter Leonard Ritter

    netanyahu's fight against hamas is, at the very least, an incompetent blunder, and can only be named as such.

    In conversation 2 months ago from mastodon.gamedev.place permalink
  14. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Monday, 19-May-2025 06:26:39 JST Leonard Ritter Leonard Ritter
    in reply to
    • Anatoly Shashkin💾

    @dosnostalgic doesn't look like anything to me

    In conversation 2 months ago from mastodon.gamedev.place permalink
  15. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:40 JST Leonard Ritter Leonard Ritter
    in reply to

    hating myself right now for having written so much code.

    a lot of this was written with the assumption that "it's only bootstrapping, no need to be dilligent, all this will be replaced".

    well guess what, dipshit. it's 10 years later and this is still the state of the art implementation.

    in soviet russia, corner cuts you.

    #devlog #scopes

    In conversation 2 months ago from mastodon.gamedev.place permalink

    Attachments

    1. No result found on File_thumbnail lookup.
      implementation.in - このウェブサイトは販売用です! - India Implementation リソースおよび情報
      このウェブサイトは販売用です! implementation.in は、あなたがお探しの情報の全ての最新かつ最適なソースです。一般トピックからここから検索できる内容は、implementation.inが全てとなります。あなたがお探しの内容が見つかることを願っています!
  16. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:37 JST Leonard Ritter Leonard Ritter

    sigh. i just have too much on my plate. i'm now just porting the Scope implementation almost as it is now and do this another day.

    funny, "porting" feels more correct here than "refactoring".

    #devlog #scopes

    In conversation 2 months ago from mastodon.gamedev.place permalink
  17. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:36 JST Leonard Ritter Leonard Ritter
    in reply to

    scope.cpp is ported, now we're moving on to a bunch of smaller types, until we're eventually arriving at value.cpp, which does a lot.

    it's easy to tell how far i'm along because the generated makefile compiles sources in lexicographic order. 11 sources left. :)

    #devlog #scopes

    In conversation 2 months ago from gnusocial.jp permalink

    Attachments


  18. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:32 JST Leonard Ritter Leonard Ritter

    today i'm beginning translating Scopes' internal OOP based system to datalog/database/ECS layout, that is, all pointers become enum-typed indices and object attributes are mapped in arrays.

    to begin, i'm writing a small DSL in Scopes to describe the datamodel, and then auto-translate it to C++

    this is the type tree from which classes and enums will be generated:
    https://paste.sr.ht/~duangle/31522a60cf978fe7483cfdd32f1fca7293daaffc

    next, we need index attributes (aka struct fields), and auxiliary tables (options, maps)

    #devlog #scopes

    In conversation 2 months ago from mastodon.gamedev.place permalink

    Attachments



  19. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:31 JST Leonard Ritter Leonard Ritter
    in reply to

    phew. five hours later, i've translated *all types* used by Scopes into this format, from which C++ definitions will be derived.

    what i like particularly here is that all sub-enums like ICmpKind or TypeKind, and even all error codes, are flattened into the main ValueKind one, but can still be their own enumerator types.

    many branch-dependent special cases are now unified this way.

    https://hg.sr.ht/~duangle/scopes/browse/src/Value.sx?rev=based

    #devlog #scopes

    In conversation 2 months ago from gnusocial.jp permalink
  20. Embed this notice
    Leonard Ritter (lritter@mastodon.gamedev.place)'s status on Friday, 02-May-2025 07:16:30 JST Leonard Ritter Leonard Ritter
    in reply to

    the parser for Value.sx now fully parses the definition file in 455 lines.

    https://hg.sr.ht/~duangle/scopes/raw/lib/scopes/compiler/pilot/gencc.sc?rev=based

    now we need to generate some actual C++ code.

    #devlog #scopes

    In conversation 2 months ago from mastodon.gamedev.place permalink
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    Leonard Ritter

    Leonard Ritter

    Arts, Maths & Metaprogramming; Game Developer at @duangle. paniq in the demoscene. Building Tukan, a procedural game engine, maintaining Scopes & gently going NowHere. (he/him, they/them)I mostly write in English, rarely in German.Migrated from @paniqMy avatar is the logo of the library I'm working on, a stylized toucan with a four-colored beak.

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