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Regards,

Steffen "RmbRT" Rattay
Ambassador, Kingdom of Heaven

rmbrt@objective.observer Odysee GitHub

Update 08/11/23

I've been burned out recently, slowly recovering.

I made a very primitive prototype implementation of the game, which I plan to extend over time. It is currently styled like an auto-battler card-game, but the next stage will be a bird's-eye view 2D RPG. The final stage will be a 3D game with first-person controls.

On the compiler front, I made some progress, and am now in the midst of the template instantiation and type checking / overload resolution code. I guess it will take me until the middle of 2024 or so to finish the self-hosted compiler version that outputs C code (if, Yahweh willing, I don't have another burnout). I hope that the self-hosted, self-compiled compiler will not take over two minutes to compile (as the bootstrap compiler currently outputs a monolithic C++ file).

I hope to finish the compiler as soon as possible so that I can write the game in my own language, and compile to WASM, targeting WebGL/WebGPU, to run it in the browser. While browsers are a bit gay, they are still useful as a simple-to-access cross-platform multimedia engine, without many discrepancies or quirks to look out for (compared to native applications). And since I will output C code in my compiler anyway, I might as well run that through a C-to-WASM compiler.

Update 04/06/23

Over the past months, I didn't really make that much progress on my code; I have been thinking a lot about the CPU ISA I want to design for my language, however, and made good progress there. I have settled on a lot of stuff already:

NOTICE 09/02/22

The compiler rewrite is going well; I'm making good progress. Today, I seemingly finished the scoper stage of the compiler, next up are the symbol resolver, template instantiator, type checker/overload resolver, and code generation stages. Due to the better compiler architecture, adding new stages has very little overhead, and only the actually new parts have to be written.

NOTICE

The paper for a clock-based alternative to blockchains is on hold until further notice because I hit a major roadblock with my design. I realised that while it works in clearly honest and clearly adversarial scenarios, when someone is right on the edge of the allowed clock discrepancy, it breaks down, as decisions cannot be clearly categorised as honest or malicious by all honest participants, and disputes cannot be solved without voting, or at least I didn't find a way to do so. I will still look into it from time to time, and try out new ways, since I really like the project, but for now, I'll focus entirely on my compiler until I get some new inspiration. I'm looking into web of trust designs similar to PGP, that may also be viable. Also I'm rethinking the transaction model, and whether I need a total global ordering of all transactions or whether something like a causally consistent ordering is sufficient, as well as the general system design that would arise from that.

P.S.: I'm probably also going to write a tool for publishing small blog posts like this and putting them into an RSS feed.