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Yunus_Emre

@Yunus_Emre

Joined June 28th, 2026

  • 3Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
ı like coding and Ducks.
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1h 48m 44s logged

Hi gng! I got some updates ============================================================ First: As u can see we can now render our benvy window inside browser(dont mind spinny guy at back he is happy) ============================================================Also at previus devblog we had blocky blocks that we can code. Dont worry they are just hiding. Im gona get them back when we are attaching systems to components(Btw i forgot Entity names at Turkish they are just the character, cam and the floor)

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Reposted by @Yunus_Emre

5h 50m 55s logged

it may not seem like much, but i’ve gotten to completely rewriting my syscall structure. how you may ask?

when it comes to system design, I want to separate Astatine from Unix’s own malpractices. Rather than going with the “everything is a file” paradigm, a concept that just squishes everything rather than make a decent api, I separated device and file nodes. You open with file_open and device_open.

On top of this, I added some better handling of flags, switches, and made some decisions that I thought would be better. Of course, I’m not going to throw out the 75-year-old works of Unix engineers, but I do want some creativity involved and Astatine-Is-Not-Unix (ainu?).

System design is probably the worst part out of any OS design: it feels so much better to start implementing, but sometimes, you need both DIRECTION and MAGNITUDE vector reference to work on code you’ll actually use. The almost 20 hours of research isn’t lost on me though. I hope I don’t have to take a Unix class in college.

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4h 32m 20s logged

Hi gng! I just finished the first usable demo of the webpage for my game engine. On this page, you can build games using logic blocks just like Scratch or mBlock, but with a massive twist: you can compile your games directly to native desktop or the web.It’s powered by Rust’s Bevy engine under the hood. Instead of relying on the cheap JavaScript loops of Construct 3 or the super heavy, slow Scratch VM, it compiles directly to WebAssembly with WebGPU for the browser, or a native .exe.It runs unbelievably fast, it’s going to be incredibly easy to use, and it already features full 3D support with shaders and raw .glb model loading! Up next on the roadmap, I’m adding animation state machines and a custom terrain builder.

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2h 38m 6s logged

Today I made the engine’s scene generator! So we can generate whole scenes from just a .json file now. Also by dragging objects and shortcuts we can manipulate them. At first I tried with gizmos, but because I forgot to multiply our cursor position with our projection matrix, I got a scale bug while dragging and our character became spaghetti!

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