Andrey Listopadov

Tags / fennel

One thing I like about Lua is that it has a limited amount of built-in types and data structures. There are no objects, just tables. And if you need a custom behavior, a metatable can be attached to any table to extend it with custom methods that integrate with the rest of Lua runtime.
I’ve been absent for a while - you may have noticed that compared to the previous year, I posted a lot less this time. There are two closely related reasons for that. First, I felt burned out from programming. Second, I finally picked up a guitar after five or more years and started recording again.
This is a continuation of the previous post on game development with the LÖVE game engine. I’m slowly appreciating the freedom it gives, compared to the TIC-80 experience. One of such freedoms is the fact, that LÖVE is a well-behaving console application.
I spent the previous ten days on vacation. Usually, I try to go off once or twice a year to somewhere where I can just passively relax - usually, it is some sea resort. This year I decided to go to the Republic of Türkiye and spend my time at the beach without any major attractions.
fnl-http is my current passion project - I spend a lot of free time tinkering with it, and the last week was spent on testing and fixing bugs. As you may know, I made a testing framework, called fennel-test, which has a dedicated test runner, and a set of macros for writing tests.
In the last post two weeks ago I described the process of making an asynchronous HTTP/1.1 client from scratch (minus the socket part). At the end, I mentioned that there’s a lot more to implement: Now, of course, that’s not all that needs to be implemented.
A while ago, I made a library for asynchronous programming in Fennel. It’s based on Clojure’s core.async vision of asynchronous programming using only channels. As an experiment, I’ve added a TCP support layer in that library, allowing one to create a TCP channel, and use it in the same way as a regular channel.
You might be wondering why there were no posts on the game development marathon I’ve been doing. Maybe you’d thought that I gave up after the admittedly underwhelming game3 having no actual game just some basic movement. And yeah, I felt burned up a lot, and considered skipping a month maybe - but then this happened.
I gave myself 1 extra day on this game because in total I was only able to work on this game for 5 days, two of which were on the train. So this game is now done, although I couldn’t make any sounds for it.
Another week passed, but I didn’t manage to squeeze out much spare time to make any significant progress with the game. Not like I didn’t do anything, but the game is far from being playable. This week I, unfortunately, could spend only a single day working on a game, because every day after work I had some personal stuff to take care of, which took all of my after-work hours.
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