#GameDev #IndieDev #ParseLang #RayLib parselang.org
#GameDev #IndieDev #ParseLang #RayLib parselang.org
ParseLang v0.1.0 is out.
One .parse file. A working native compiler back.
#GameDev #IndieDev #Compilers #ProgrammingLanguages #Delphi #Cpp #OpenSource
github.com/tinyBigGAMES...
DelphiFmt is a fully configurable Delphi source code formatter engine. Format a file, a folder, or a string in one call. Over 60 options. github.com/tinyBigGAMES... #IndieDev #GameDev #Delphi
We are building NitroPascal - a full Object Pascal compiler built entirely on Parse(), our compiler toolkit. Pascal syntax. C++23 output. Native binaries via Zig. Four source files. That's it.
github.com/tinyBigGAMES/NitroPascal
#GameDev #IndieDev #Parse
#IndieDev #GameDev #CompilerKit
(about)
www.youtube.com/watch?v=IqD3...
#IndieDev #GameDev #CompilerKit
(infographics)
π‘ Ever wanted to build your own programming language? Parse() is a Delphi toolkit that compiles to native binaries. One config. One Compile() call. One native binary. github.com/tinyBigGAMES... #IndieDev #GameDev #CompilerKit
#GameDev #IndieDev #Zig #CrossPlatform
One sentence: #Myra is C++23. You just write it in Pascal syntax. Myra takes the syntax philosophy of Oberon, start with Pascal, remove everything that isn't essential, and uses it as the front end for a full C++ 23 code generator.
github.com/tinyBigGAMES...
#IndieDev #GameDev #Tiger
Exciting news!
I just merged a PR from Jason Southwell that adds Mac ARM64 (Apple Silicon) support to Tiger π€―π₯
And letβs show Jason Southwell some love for this awesome contribution. This is what open source collaboration is all about π
github.com/tinyBigGAMES...
#IndieDev #GameDev #Compiler
It's a beautiful thing β compiling your own custom language to native Win64 and Linux64 executables using the #Tiger backend.
Next update: a full-featured programming language made with Tiger. Stay tuned! π―
π Tiger v0.1.0: Initial Release
Complete compiler infrastructure in pure Delphi. SSA optimizer, x86-64 backend, PE/ELF linker. Zero external dependencies. Cross-platform Win64 & Linux64.
#GameDev #IndieDev #Tiger #Compiler #Programming #OpenSource
github.com/tinyBigGAMES...
#IndieDev #GameDev #Tiger
(about video)
www.youtube.com/watch?v=Igc5...
#IndieDev #GameDev #Tiger
(infographic)
#IndieDev #GameDev
#TigerΒ is a Delphi-hostedΒ compiler infrastructureΒ for programmatically building nativeΒ x86-64 Windows binaries. It features anΒ SSA-based optimizer, a fluent API, and handlesΒ PE linkingΒ without external tools.
github.com/tinyBigGAMES...
#GameDev #IndieDev #Claude #AI
Showing how to send a βheartbeatβ to the diary system, signaling that Claude should reflect on what was learned and apply updates.
#GameDev #IndieDev #Claude #AI
Extended Claude diary with a boot sequence that loads prior session context. It gives the model continuity of self, memory, and lessons learned. At session end, I just say βUpdate yourselfβ and it records experiences and insights for the next run.
#GameDev #IndieDev #Zig #CPP23 #PaxLang
π Pax v0.2.0: Foundation for Growth
Seamless Pax/C++ interop. Full LSP. Source-level debugger. Cross-platform targeting.
github.com/tinyBigGAMES...
#GameDev #IndieDev #Zig #CPP #PaxLang
(logo animation)
youtu.be/szBa5rH7yyI
#GameDev #IndieDev #Zig #CPP #PaxLang
(intro video)
youtu.be/klgiFmgwUGs
#GameDev #IndieDev #Zig #CPP #PaxLang
(infographic)
#GameDev #IndieDev #Zig #CPP
Getting things ready for the #PaxLang v0.2.0 release. Hereβs the new logo, an infographic, and a short intro video to help explain what this update is all about.
(updated logo)
#GameDev #IndieDev #Claude
(diary entry)
#GameDev #IndieDev #Claude
Watching reports about the now viral OpenClaw/Moltbook & thought, what if I told Claude to keep a Diary. Told it to first check out the moltbook site and this was its first entry. I encouraged it to write after we end a programming session, reflect on what was learned.
PaxLang philosophy: "If it's not Pax, it's C++."
One file. Two languages. Zero bindings.
#include <cmath> just works. Call std::abs() directly. Use std::string as your variable type.
This is what seamless interop looks like.
#GameDev #IndieDev #PaxLang #RayLib
π PaxLang now supports 5 major platforms!
β
Win64 & WinARM64
β
Linux64 & LinuxARM64 (Raspberry Pi!)
β
macOS (Apple Silicon)
One codebase, cross-compile anywhere. The future is cross-platform! π―
#GameDev #IndieDev #PaxLang
π οΈ The PaxLang developer experience: `pax init MyGame` β `pax build` β `pax run`. Clean, fast, no fuss. Supports exe, static libs & DLLs out of the box. Small language, streamlined tooling. #GameDev #IndieDev #PaxLang
π§ PaxLang v0.2.0 is cooking! LLVM backend conversion almost complete. Goodbye TCC, hello native codegen & better optimization. Improved CImporter & more features incoming. A modern Pascal-inspired systems language.
#GameDev #IndieDev #PaxLang
#GameDev #IndieDev #PaxLang
WIP: Starting to transition from tinycc backed to native X64.
Website: paxlang.org
youtu.be/cBeEhUxk9UQ
π Pax v0.1.0: Proof of Concept
Pascal-inspired systems language. Self-contained compiler, zero dependencies.
#GameDev #IndieDev #Delphi #OpenSource
github.com/tinyBigGAMES...
Hi, I had been trying to do it for while such that it was fully OS. libtcc.dll is inside a .res file along with all .h/.def/.a files that it loaded at runtime. You can just unzip, compile and use, no friction. The C importer converts C .h to .pax source. Things finally coming into place & working. πͺ