I am a functional-oriented developer. I have a bit of expertise in game development, especially in Unity 3D. It comes naturally that I am interested in the obvious link between the two: F#.
F# is a functional language of the ML family born in the Microsoft Research and now developed by the F# Software Foundation. Of course, F# run on the .NET framework, the same as C#, the language used by Unity3D. It is clear, then, that we could use F# in Unity. And, in fact, we can with moderate easiness.
Should we? How easy is that? answering these questions is the goal of this article.
Continue reading “Quick Look at F# in Unity”
My opinion is that talking about languages is usually a very unproductive use of time. If these discussions are just cat fights, then it is even worse. Unless you are a language designer, you are writing a language or study a language, you should just use a language and nobody should care.
But good articles on language pro and cons are always nice. They may be helpful to choose the right tool for the problem. For this reason I link a good article on Go. And that’s the last time I’ll talk about Go.
Go: the Good, the Bad and the Ugly by Sylvain Wallez
Game Development is one of the fields in which Rust can gain a lot of traction. As a modern compiled language with performances comparable to C++, Rust can finally free us from the tyranny of C++ bloated feature set, hard-to-link dependencies, and header/implementation file double-madness (I am obviously exaggerating, btw).
However, if this freedom arrive, it will be a very slow process. To make it slower, the feature of memory safety in videogames is not a huge priority compared to the ability to quickly prototype. The borrow-checker and the strict compiler are an obstacle in this regard. On the other hand, memory safety also means easier multi-threading. And this is sweet!
Fortunately, the annoyances of borrow-checker will get less in the way while people becomes more confident with the language, and while tooling gets better and better. I am confident we may see Rust carve out its space in this domain.
But this is the future. What about now?
Continue reading “The State of Game Development in Rust”
A lot of startups are using “blockchain” as a replacement hyped word for “distributed database”. Well, a blockchain is the most inefficient and slow “distributed database” ever created. Blockchain strength is not in being a database! Stop doing that!
The blockchain power is in avoiding divergent transactions, and guarantee a not falsifiable and immutable history. That is, no node in the system can alter the past of the chain. That’s it. They are huge and specific problems.
Nevertheless, there are industry people saying that “blockchain immutability” is the biggest problem of a blockchain.
And so we have tons of blockchain/alter-coins, but “centralized” or “owned” by someone. But if I need to trust “someone”, why using a blockchain system in the first place! Just use a damn distributed database!
(Originally on Twitter)
One of the feature I like the most on Rust is automatic documentation. Documentation is a pillar in language ergonomic, and I love that Rust spend so much time into making documentation and documenting code a much pleasant experience.
Rust autogenerated documentation (with
cargo doc) looks good, every crate on crates.io get its documentation published on docs.rs, and, most important, every code example in the code is compiled and run as a “unit test” making sure that all the examples are up-to date!
I love that. But what if we want to customize a bit the documentation? For instance, by uploading a crate logo or a custom favicon? Googling this does not provide a lot of information. That’s why I am writing this small how to.
Continue reading “How to add a logo in Rust documentation”
This is the time of the year in which I propose 5 emerging/new languages that you should keep an eye on the next year. I’ve done it last year, and the year before, and the year before that.
This year, however, I am not in the mood of doing it. There are several reasons why. The first one is that this year there have not been a lot of movement on the new programming languages. I am sure there are a lot, but no one got enough attention to make into a list. Therefore, I am concerned that I will just starting to repeat myself talking about the same stuff.
Continue reading “The Most Promising Programming Languages for 2018”
Some time ago I found on my grandma’s house an old Italian book on cryptography from 1897. Why a 120 years old book on cryptography was on my grandma house, is a mystery. I’d like to think that some grand-grand-parent was a late 19th century hacker. Anyway.
The book title is “Crittografia ossia l’arte di cifrare e decifrare le corrispondenze segrete” of Count Luigi Gioppi of Turkheim.
Well, I don’t know if this book is hard to find. In any way, I decided to take a photo of every page to share and preserve this book. The book is very old and some page is ruined, sorry if the quality of the photo is not optimal. I’ve done my best for not destroying the book in the process. :)
I will release the photo one chapter at the time. Keep this page in the bookmark.
Continue reading “Preserving a Cryptography book from 1897”
My last week project involves PureScript and Halogen and the Dwarf Fortress calendar. I wanted to give a first-hand experience with some pure functional language for web front-end and, after discarding Elm, I ended with PureScript. I will not go on a comparison between PureScript and the rest of the world. If you want a comparison among the other candidates, you can look at this very detailed article. (There is ClojureScript too, if Clojure will ever came back from the graveyard).
To test PureScript I decided to implement a very simple project: a page showing today’s date according the calendar used in Dwarf Fortress. It is easy enough to be tackled without me knowing nothing about PureScript and Halogen in a week: you take today’s date, you apply some math, and you print your result on an HTML widget. At the same time, I think it is complex enough to have a grasp of PureScript potential (at least, in the allocated time).
You can find the result here. (Github Repository) Now, we can go on.
Continue reading “A Dwarf Fortress calendar in PureScript + Halogen”
Because I started a small series about astronomical algorithms and the magic of math in space, I think we need to cover an important prerequisite. In the series, I will talk a lot about ellipses (duh), I will move from the semi-axis majors, to the periapsis, to eccentricity, to ellipse’s center and ellipse’s foci. I am concerned that things can get more complicated than expected if the readers does not know many of the geometric properties of the ellipse. For this reason, I put here this vade mecum on the ellipse geometry. A summary with all the basic points and lengths. A place that I can link everywhere I need to refresh a definition.
Continue reading “Crash course on basic ellipse geometry”
Today, during my daily web crawling, I found this article by Matt Mullenweg. I will not dwell in details, you can read the full story in the linked post. But I try to give you the core of the announcement: WordPress just decided to abandon React. This is a big news, with many implications and a few lessons to learn. Let’s go by steps.
Continue reading “WordPress abandoning React: a Facebook horror story”