In April, I had left my role as a compiler, VM, and game engine, engineer at Roblox. I had decided to not actively seek other jobs; instead I’ve been focusing a few new projects of my own: a C compiler, a break-through CPU emulator, and an IDE.
Progress has been a bit slow for the last few weeks because I’ve personally lost a large amount of time to playing Stardew Valley, but we’ve managed to still fit in a number of important features for this month’s update.
It has been a awhile seen I’ve written one of these. I had taken some time off from working on the compiler to focus my free time on learning some traditional arts. That being said, there’s a number of changes to talk about so let’s get into it.
It has been about a month since I last wrote about my new programming-language project, Jiyu, so I’m going to briefly talk about the changes that have happened since. Libraries
Every so often, I am introduced to a new programming language or compiler project that, at the surface level, seems interesting, but leaves a lot, for me, to be desired. Several of these include relatively new, currently-used-in-production languages, such as Swift, where ideological constraints on the language design have made it difficult to write general purpose programs that exist outside the…
Introduction Over the past few years I’ve been increasingly losing interest in interacting with major operating systems for my day-to-day needs. Major operating systems have become largely bloatware that is more intrusive to the user’s experience than it is useful. I will try to outline the surface features at this time. Features that are non-user facing (within the kernel, programming interface,…