Angel Munoz

Angel Munoz

@tunaxor.me

One of the 12 #fsharp devs in the world, trying out kotlin and #buildinginpublic fun, I started this journey around 2013. https://linktr.ee/angel_d_munoz Other social media, not an OF πŸ˜† Mexican, so spanish sometimes

1.3K followers464 following871 posts

Angel Munoz reposted

Fable 5.22 is out. Since 5.16: - Opt-in Temporal dates / times for JS - Implicit conversion to U2..U9 - Cold builds: project cracking 7.7s to 2.3s 🏎️ - Compilation up to 2.9x faster (server GC + JIT tuning) πŸŽ‰ - Faster watch: incremental inline exprs - Many BEAM and Rust fixes #fsharp #fablecompiler

Speaking of Navs, Navs v2.0.0 has been released Navs is a web inspired router for .NET applications It is agnostic you can route to your own type (string, Control, Widget, you name it) Avalonia, Avalonia.FuncUI and Terminal.GUI were also updated. github.com/AngelMunoz/N... #dotnet #fsharp

github.comGitHub - AngelMunoz/Navs: A set of libraries that allow Router-like experiences for general purpose F# AppsA set of libraries that allow Router-like experiences for general purpose F# Apps - AngelMunoz/Navs

Let's do the recount of my own libraries in use here: Navs.Avalonia - App Router MVUish.Avalonia - MVU for Controls Migrondi - App Sqlite Migrations JDeck - Json Serialization

Angel Munoz@tunaxor.me

It's a desktop Avalonia app that gives quite specific set of criteria that allows me to generate training plans for me and my wife's gym workouts. It uses MS AI Abstractions to request the Deep Seek API github.com/AngelMunoz/B...

Most of those were built years ago and they just work. As I've said it before F# and .NET is just a nice combo specially if you lack hands, the rest of the dependencies there are just your classic .NET (C#) dependencies.

Which also for some reason... People think or want to think you can't use "well" from F# F# is dead, Long Live F#

Angel Munoz reposted

FScript has been brewing since the Fable update πŸŽ‰ - Richer FFI: typed host functions & CLR types - Shared CLI & VS Code FFI configuration with full completion support - Numeric polymorphism - More map key types - Faster inference & incremental REPL/JS sessions fscript.magnusopera.io

fscript.magnusopera.ioFScript, a typed language for embedded rules | FScriptLoad typed FScript rules inside a .NET or JavaScript application and control the functions they can call.

This has been one of my recent projects where I feel happy with it. It's just for me nothing crazy. Sometimes you can just build stuff y'know? #dotnet #fsharp

Angel Munoz reposted

I built a window manager / compositor in the style of the Atari TOS. Despite the vintage look it has most modern features, like windowed, tiling and scrolling modes. It includes a web browser, email client, and word processor. gemwm.org

gemwm.orgGemWM: the Atari ST desktop for WaylandGemWM is a Wayland compositor that looks like the Atari ST's GEM desktop: a desktop in the ST's colours, the GEM menu bar and black and white windows, with window, tiling and scrolling modes, and apps...

Angel Munoz reposted

Preact 11 is out πŸŽ‰ We’ve been hard at work at making our diffing use modern features like moveBefore , leveraging ESM for tree-shaking Preact Compat and ensuring you have a great experience with resumed hydration.

Oh well... Next Mibo release is going to jump to 6.0 It is going to re-work the way the Grids for map generation work. This time this goes more web'ish style. Inspired by semantic html and css grid. it should be easier to hand author maps #dotnet #fsharp #mibo

No more manual coordinate, and cell position passing. From the existing layout APIs. That being said, you can still do "pixel perfect" control within a stamp For comparison: - previous post full "auto" layout - full manual control - new + manual control

I bet agents would be able to write maps easier too after all they have ton of web-related things in their training. That being said I think existing code should not break however I'd like to play it safe for good measure.

Angel Munoz reposted

Fable.Lit.Dsl + Fable.Lit.Dsl.Shoelace v2 are out! β€’ Growing lists and one-armed ifs no longer rebuild the parent, so scroll, focus & animations survive β€’ New forKeyed for keyed lists β€’ Text & attributes are bound: escaped, and updated in place github.com/JordanMarr/F... #fsharp

github.comGitHub - JordanMarr/Fable.Lit.Dsl: Strongly‑typed UI DSLs for Fable.Lit β€” HTML, Shoelace, and more.Strongly‑typed UI DSLs for Fable.Lit β€” HTML, Shoelace, and more. - JordanMarr/Fable.Lit.Dsl

I am worried that I'm building a templating engine to describe game maps e.g. map (36 20) { grass all columns (2 1) { meadow { rect (1 1 4 4 dirt) } hills { ... } } }

it is one of those things that could be so useful for "live reload" and codegen but it can be so distracting and time consuming, how can I balance that? questions that come to my mind while I am posting my resume to tons of AI driven filters

I thought It was just the GLM-5.3 family the annoying one but it seems Deep Seek Flash is on the same train Before I can move on my games, I need to have hard design sessions to understand what the gaps are and where I can start tackling features that are share on both

i.e. campaign editor, in-game WYSWYG editor, which are vastly necessary for my goals and objectives but once again, LLMs are just good for restating what there is, design is not their thing and there's so much noise in my head (background processing IMO)

I can't really pinpoint yet what I *exactly* need but I know a general idea where I can start picking up things that are common theme and somehow prepare the grounds for something shared and directed to the style of games I want to build. But every prompting session just ends up in frustration 🫠

New package! FunGoo 0.1.0 is out, a very minimal library that adds some ease-of-use helpers to consume G# 's Goo GUI I ported an old project music player of mine using LibVLCSharp and Goo itself I guess I will be adding some other cool stuff in there #dotnet #fsharp #gsharp #libvlc

Angel Munoz reposted

Fable 5.14.0, 5.15.0, and 5.16.0 have been released over the past few days! πŸš€ These updates feature: - Improved support for Python, Rust, and Beam. - Added support for precompiled libraries in fable-standalone (stay tuned for a surprise coming in the next few days!). #fsharp #fablecompiler

Mibo V5 has been released, this release is a mere package split, MVU users do not carry adaptive and adaptive users do not carry MVU dependencies. Release Notes at: github.com/AngelMunoz/M... #dotnet #fsharp #gamedev #monogame #raylib

github.comRelease v5.0.0 Β· AngelMunoz/MiboBREAKING This release is a package split, only *.fsproj NuGet package references need updating. Please check the migration docs, no extra code changes required: https://angelmunoz.github.io/Mibo/m...

Today's dev log I need to figure out how to make it less chaotic in order to see it working nicely from the FPS perspective but other than that. I think I got the core mechanics I want (not sped up btw, just very late game)

Welp, life moves on What was I doing? Ah yeah, I keep tunning on this thing. It'll take long time, but I feel very comfortable working on this particular game I think it'll be worth it in the long run

Mixed feelings but today was my last day at work. It was a weird 5 year journey, from Angular to C# to Kotlin. My interests have changed over the years but I keep loving the trade If you're looking to hire someone familiar with Ai tools, the web and dotnet platforms let me know!