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JyotP

@JyotP

Joined June 4th, 2026

  • 22Devlogs
  • 14Projects
  • 2Ships
  • 15Votes
I am a human..
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11h 13m 19s logged

Devlog 2 - GroundedFiling

ok so i took a “quick” 1 hour nap and woke up feeling like my brain was made of static, completely forgot i had to write this devlog so i probably went over the 10 hour limit… so here we go, speedrun edition.

what i got done:

  • auth flow is DONE. you can actually log in now which is cool
  • the main web dashboard is built
  • the file fetching system works

what i’m working on now:
right now i’m messing around with AI models to see if i can get one to automatically sort files into categories. sounds simple but here’s the problem, the computer i’m working with is an ancient pentium with 1gb of ddr3 ram. this thing probably struggles to open chrome. so i can’t just throw some massive model at it, i have to find something tiny that still actually works.

basically the challenge is: make smart AI run on a potato. we’ll see how that goes.

next devlog i’ll hopefully have the categorization thing figured out (or i’ll be crying about it, one of the two)

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1h 23m 47s logged

Devlog #1 — GroundedFiling

September 4, 2026

Project Overview

GroundedFiling is a self-hosted, offline-first file storage and retrieval platform designed for local home networks. The core idea is simple: the control and accessibility of cloud storage eg; Google Drive, without the dependency on external infrastructure or internet connectivity.

Active work: Authentication Flow

The current development focus is architecting a secure, local-only authentication system. Key considerations include:
Offline credential validation, no external identity providers
Session management without cloud dependencies
Multi-user support for household or small-team environments

Next Steps
[ ] Complete auth middleware and session handling
[ ] Design AI indexing pipeline for file ingestion
[ ] Build out the local web interface for file browsing

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6h 33m 50s logged

Devlog 6 — Sept 3, 2026

It’s been a while. My last devlog dropped right after I got back from SF (Outpost), and life immediately piled on, school, work, and a backlog of stuff at home that needed attention first. I’m back in the saddle now, juggling classes and kernel work again.

The bulk of this session wrapped up last night around 3 AM, so I skipped the write-up like my lazy a$$ always does and then and crashed instead. Here’s what shipped:

LAPIC & APIC Driver

Brought up a proper Local APIC and I/O APIC driver. For anyone unfamiliar: this is the hardware interrupt controller on modern x86 systems. It handles inter-processor interrupts (IPIs), timer ticks, and routing external IRQs to the right CPU core. Getting this right is a prerequisite for anything resembling real multiprocessing or precise timing. Including the base for future drivers.

A Real Shell

Finally moved past the “type a command and hope” phase. There’s now a proper shell with argument parsing and a few built-in commands. It’s still early, but it’s no longer a glorified echo loop that has zero stability.

Custom Bootloader

Yes, I’m writing my own. No, I’m not using Limine.

I know Limine is the standard recommendation for hobbyist kernels, and it’s a solid project don’t get me wrong, but I don’t like outsourcing the boot path. The bootloader is the first code that runs on the machine. It’s part of the OS, not a dependency. If I’m building this thing from scratch, I’m building all of it from scratch. Call it stubbornness, call it masochism, either way, I’m doing this from SCRATCH

Current status: the bootloader itself is functional. The handoff to the kernel is where things are still rough as sometimes it’s unstable.

No Screenshots This Time

It doesn’t boot to a usable state yet. The bootloader loads, but the kernel handoff is still being debugged. Once that’s solid, the next devlog will cover the M0.5 milestone I’ve been building toward.

More soon.

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1h 45m 59s logged

Devlog 3 - Multiplayer Actually Works???

Okay, absolute good news is that I got the game running multiplayer. Took a while but I got there.

I didn’t use Godot’s built-in multiplayer features, I’m running a custom Python UDP server instead. Reason is I want full control over the netcode and the freedom to host this however I want later. Right now I’m using NGrok to tunnel connections for testing, which works fine for dev, but I’ll need proper hosting infrastructure before shipping. NGrok isn’t meant for production game traffic and the extra hop adds latency I don’t want.

I implemented AES encryption on the packet layer. It keeps casual packet sniffing out and makes the connection feel more solid, but really, it does basically nothing against actual client cheating, and the encrypt/decrypt overhead on every UDP packet is probably costing me tick rate. Might rip it out later or swap for something lighter if things get sluggish.

Server authority is in for shooting, which is the critical part. Movement is still client-side for now, which yeah… I know that means speed hacks and teleporting are basically free right now. Getting the server to authoritatively handle movement in a game this chaotic is tough, but I’ll need to add at least basic validation or reconciliation soon. “Wildcard” gameplay shouldn’t mean “the client decides where it is.”

Next up: finish the lobby UI, build out a SQL backend for user accounts, and set up a gateway to route players across server instances. I’ve got two Chromebooks I’m testing on, and while they’re fine for small playtests, 500 concurrent players is almost definitely not happening on that hardware. The server process might only eat 50MB, but RAM isn’t the bottleneck: Python’s GIL, CPU load, and network I/O will tap out way before that. If this actually gets traction, I’ll need REAL infrastructure. The Chromebooks are great for prototyping, not production.

Still. The fact that multiple people can connect right now and actually play is pretty hype. This is gonna be chaos.

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2h 28m 37s logged

Devlog 2 - Core Systems Work (Sort Of)

I mean, it works. And tbf, That’s a win right now.

The foundation is in place, albeit held together with metaphorical duct tape. Godot decided to crash on me three times for absolutely no reason, so building this was more of an endurance test than a workflow. But we got there.

What’s Shippable:

Dynamic Inventory UI - Fully built out and functioning. It’s clean, it’s scalable, and it actually does what it’s supposed to do while looking like sh*t.

Overclock Meter - The core wildcard mechanic is alive. The meter builds when you chain movement, tricks, or high-intensity plays in a short window. Fill it up, and Overclock arms itself. Once armed, you can pop it at any moment during a match to slow everyone else down. It’s chaotic, it’s unfair in the best way.

What’s Next:

Overclock isn’t staying a one-trick pony. I’m planning a full suite of variants: time dilation, global weapon disable, and a few others that’ll really make matches unpredictable. The goal is to turn Overclock into a genuine match-altering decision, not just a “press button to win” scenario.

This game is going to be absolutely unhinged in the best way possible.

(P.S. - Yes, the gun thumbnails are placeholder. Yes, I could’ve done better. No, I will not be taking constructive criticism on them at this time.)

(I have yet to disable walking)

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46m 1s logged

Devlog 1

Haven’t really done much but the player can walk (gonna remove that later) and the shooting mechanic works. I need to add walls and stuff along with fixing the gravity.

Ill cya in a bit.

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29m 50s logged

Devlog 1

Kicked off a new tab page project today partly because it’s for a mission, partly because school is moving at a glacial pace and I needed something to actually engage my brain.

What shipped today

Nailed the base minimal look. Clean, no clutter, exactly what you’d want right out of the box. That’s the default skin locked in. Next up: backgrounds, glassmorphism blur effects, widgets, and whatever else feels right.

Catch you in the next one, or maybe not. Depends entirely on whether the bell decides to save me from this lecture.

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46m 48s logged

Frost64 — Devlog 5

July 28, 2026

Paging is broken. :(

Yeah I kinda got too excited..

Four-level page tables PML4, PDPT, PD, PT. Higher half kernel at -2GB. Should work. Doesn’t work.

QEMU triple-faults immediately. Real hardware triple-faults immediately. Something in the table walk is wrong but I don’t know what yet. Probably a physical address somewhere that isn’t actually physical. Or a flag bit I set wrong. Or the TLB flush is in the wrong place. Or all of the above.

I’ve been staring at hex dumps for two hours. The tables look right. They are not right because I crossed referenced the OSDev wiki and my code.

Going to sleep on it. Tomorrow I’ll redo it so I can sleep tomorrow like a baby.

Heres a picture of a cat…

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40m 57s logged

Frost64 — Devlog 4

July 27, 2026

(ACTUAL TIME: 2HRS, 12MINS)

PMM is in. Physical memory manager. I can hand out pages now. It feels weirdly powerful for something so boring and confusing.

Limine gives you a memory map. Usable, reserved, ACPI reclaim, whatever. I walk it, find the usable regions, shove them into a bitmap. One bit per page. 0 = free, 1 = used. 128KB of bitmap for 4GB of RAM. Not efficient but it works. pmm_alloc() finds a 0, flips it, returns the address. pmm_free() flips it back. Done.

Took longer than it should have. Off-by-one in the bitmap index, allocated the same page twice, page fault. Fixed it. Classic.

PIT and keyboard work. I can type while the timer ticks. Multitasking is still far but at least the pieces are there.

Next: paging. Four-level page tables. Higher half kernel. The thing I’ve been dreading since devlog 1.

On Using AI Here

Since AI is a tool now, I’m using it. But vibe coding is wrong and I’m keeping AI work under 30%. So far it’s only cleanup, file fixes, and commentary (because I forget what a certain part does). I check every change. I don’t let it break the rules.

The PMM was different. I wrote one first. Asked Kimi if it was good. It was pure garbage apparently. I’m not familiar with x64 dev, this is all new, and I’m learning while coding. So I let AI rebuild the PMM properly while I studied what it did. I understand it now. It is mine. But I needed the help.

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34m 17s logged

Frost64 — Devlog 2

July 26, 2026

GDT and IDT are in. And it runs on real hardware. Not QEMU. My actual laptop. (so happy)

GDT was easy. 64-bit code segment, data segment, TSS later. IDT took longer. Assembly stubs for every vector, actually handling exceptions instead of triple-faulting into a black screen. The page fault handler just dumps registers and hangs but at least I can see where I died.

Real hardware was the test. QEMU lets you get away with everything. Real silicon doesn’t (flashback when I had a full OS ready but it didn’t work on silicon). Limine boots, framebuffer comes up, interrupts fire.

Next: PIT timer. Need a heartbeat before multitasking is even a thought. Then memory map parsing, frame allocator, and then paging. Four levels. Higher half. The thing that actually kills your will to live.

(Ignore broken bezel, I can’t afford a new laptop. This one is like 9 yrs old at this point.)

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17m 22s logged

Frost64 — Devlog 1

July 26, 2026

OS dev again.

About a year of 32-bit experience. Paging was already the wall. Now it’s x86_64, four-level page tables, and the will to live is at zero. Time to revive an old project called Frost64. I’m using AI for debugging acceleration, keeping generated code under 30% so I can ship.

17 Minutes

I used the Limine barebones template from OSDev Wiki. I AM NOT writing a bootloader from scratch on day one. Framebuffer init, few lines printed. Looks like an OS. Is not an “OS”. But it boots.

What’s Next

GDT — proper 64-bit segments
IDT — so exceptions don’t triple-fault into a black screen (trust me, you don’t want this..)
PIT / APIC timer — timing before multitasking is even a thought
Physical memory map — Limine hands it over, now time to do something with it
Frame allocator — hand out pages somehow
Paging — four levels, higher half, the thing that kills your will to live, it’s not for the weak

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Ship

Jyot.dev

I made a good looking website in under 2 hours with tailwind and custom css and js animations. Currently its just one webpage which was completely intended. It’s not much right now but I plan to fill the blank space with cool stuff.

What Went Wrong

I had difficulties on getting the website to properly display on vscode live server extensions because i was missing one opening tag which destroyed everything.

Pre-Planning

All of the design was pre-planned which took me 1 hour and 45 minutes to sketch and revise.

Roadmap

I still have about 3 months worth of updates and upgrades to add incrementally

Try project → See source code →
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1h 38m 9s logged

First and Last Devlog

Whats good, I made myself a portfolio website. I really want to start making websites for people or apps as I cannot get a job at the ripe age of 14. I need college funds so I am hoping I can freelance.

How I made this really quick

There was some pre-planning to this as I made a base sketch of how i wanted the website to look. I had wayy bigger plans for it and I wanted to fill in the blank space but thats for another date. I got the site up and running really quick because most of the code was copy paste, for example, buttons, cards, badges, etc. Also because i partially used the tailwind framework to make it look better. I personally love their spacing and sizing options as they are flexible. I locked in and produced a quick static website. thanks to inline suggestions.

Why is the css and js in one file?

If I do host this on a real domain, I would use infinityfree for hosting and they have limited “hits” so I cant afford making the website bulky with files or I can run out of usage pretty quickly.

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50m 2s logged

Devlog 1: Project PathSense

BEHOLD the second project I am bringing to OutPost!

PathSense is a lightweight wearable vest designed for the visually impaired. It packs four Time-of-Flight (ToF) distance sensors, a GPS module, three vibration motors, a camera, and a Raspberry Pi 5 acting as the main command center.

Here is how the system handles the heavy lifting:

  • The Hardware: The ToF sensors map out the environment up to four meters away, tracking obstructions to your left, right, and center.

  • The AI (vague ykyk) : The camera runs a custom Python program for real-time object detection. The software uses the video feed as its primary source of truth. For example, if you are eating, the sensors might get blocked by your arms. The AI intelligently identifies your hands and ignores the sensor data during that time to avoid false alarms.

  • The Haptic Feedback: If an obstacle appears on your left, the corresponding motor vibrates. The intensity changes depending on how close you are to the object.

  • Audio Input: You can pair the vest with headphones for voice alerts. It will read out what is ahead, like letting you know a person is walking by or screaming “STOP!” if you approach a flight of stairs.Between the computer vision navigation and the GPS tracking, a person can confidently navigate both indoor spaces and busy city streets.

  • Smart Navigation: As a massive upgrade, the Raspberry Pi 5 will run a custom navigation engine that combines active GPS coordinates with real-time computer vision pathfinding. Instead of just giving basic turn-by-turn directions, the system uses the camera feed to analyze the ground layout. It will actively look out for obstacles, steer the user away from rough or rocky terrain, and track the edges of sidewalks to ensure they never accidentally drift off the path.

The entire experience is designed to be fully voice-activated through a pair of headphones. The ultimate goal is to build it out like an interactive assistant (with possibility of combining it with the new and improved SIRI for fetching messages) , allowing the user to simply speak their destination and receive continuous, real-time auditory guidance as they walk.

As for today’s progress, there was only one main objective on my radar. I spent the hour designing a custom hardware HAT for the Raspberry Pi 5. This lets me drop standard JST connectors onto the board so all the sensors and motors can plug in cleanly without messy loose wires.

That is all for now. I will update everyone as soon as the grant clears and the manufacturing parts arrive!

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1h 21m 1s logged

Devlog 1

Well the time logged states what happened in this devlog and it’s not much. Mainly because my project is more or less towards the software side, building it will be a whole nother story though.

My project is a Schlieren Imaging Device. It can visualize airflow, heat and soundwaves by sending a pinpoint intensity light through a Plano-Convex lens and a NPBS (Non-Polar Beam Splitter) and out the device. That same light beam will reflect off a First Surface mirror then proceed to bounce back the same path it came from. Pretty confusing right?? I will still need to get this all alligned 😭 That light beam then will get sent through ANOTHER lens and a knife edge to make sure the contrast is good. THEN that light beam will finally HIT the camera!!

Here’s how my project works from the inside:

The ESP32 P4 handles all the important stuff and driving the LED through that AML driver. The pin sockets let me swap things in and out without desoldering, which is critical when you are still figuring out what works.
The USB C port is for charging ONLY, the TPS charging IC manages the battery so we do not overcharge or drain too low. The 5V boost bumps the single cell lithium up to a stable 5V for the ESP32 and the LED, which can pull some real current when cranked up.
The four 1x2 sockets break down simple: one for the battery, one for the LED, one for the power switch, and 1 for the fan, although I am planning on adding some more sockets for the LED fan. Those can get prettyyyy hot.
The rest of the day was spreadsheets and stuff. BOM, part numbers, stock checks, the usual.

Well that’s it for my project. Ill seee y’all when this is funded!

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1h 48m 2s logged

Devlog 2, 3, 4, 5, 6, 7, 8

Pretty long header, huh? Let me catch you up. I am running a dual boot with Arch basically, and my Windows 11 partition gets mad sometimes. A few days back it snapped. Yep, it snapped. It destroyed itself and I don’t have enough time to debug the issue and fix it, so I decided… how hard can setting everything up on Linux be? (Big understatement.) Turns out I recorded from the browser for like 4 hours and then the recording completely crashed on me. Thankful for the Stardance staff though, as they said I can just directly add entries to my journal, so here I am!

I got a limit on how much I can type so I’ll be quick.

Devlog 2

I added a boost converter, fuel gauge IC, and an SD card slot. That’s literally it. The reason? I went through 90 different Reddit forums and a few datasheets later just to find out that my schematic is COMPLETELY unusable. Reason? Because the values I inputted were completely wrong and I forgot to account for the actual traces and distance. Yeah… big mistake.
(I’m just exposing myself at this point)
~5 hours

Devlog 3

Things picked up from here. I proceeded to wire up the Neo M9N and also proceeded to wire up the audio and microphone chips. The GPS module took me the most time. I needed to calculate the actual performance in real-world testing because if I didn’t, I would be fried indefinitely. RF signals are too picky.

~3 hours

Devlog 4

Wired up most of the things I got to the CM4 connectors. Not much I can say here. I spent most of the time trying different layouts on where to put it. I was basically shuffling in between the schematic editor and PCB editor (big mistake later, traces got jumbled).

~1 hour

Devlog 5

I realized I AM COOKED if I don’t finish this ASAP, so I started grinding. I rushed through everything and you’ll see why this was a bad idea in a bit.

Devlog 6

I am done with the whole PCB. Time to run the DRC checker. What can go wrong? (Foreshadowing: everything went wrong.) I got like 500 errors and 300 warnings (actual count). The whole problem? I crammed everything TOO TIGHT. So I spent devlog 6 and 7 cleaning everything up.

~9 hours

Devlog 8

FINALLY, MY PCB IS DONE! For my first PCB, this isn’t too bad, considering I did a more ambitious project. I have no DRC errors anymore, so I ran the project inside a simulation. I checked every signal output and power planes/ground planes. Everything was expected except I ran into problems with the SD card trace. I knew this was coming either way. The traces spanned everywhere and weakened the signal. I fixed it right up though, so in theory this thing will boot and run without issues.

What Did I Learn?

Absolutely nothing. (Jk.) I learned to not RUSH. In this case I absolutely had to because if I didn’t, I wouldn’t make the project deadline. Maybe I should have rushed more gracefully, but now I am 3 textbooks down. I wrote like 90% of my schematics on my textbooks and datasheet references until I screwed that part up by not doing math. I thought it’d give me actual good info, not mathematical nonsense. Oh well. It’s finished and I’m proud that I got a device like this done.

Now the hard part: CHEAP SOURCING. Apparently this won’t be covered if it’s too expensive and the PCB isn’t polished, which I can’t say much about because the PCB looks like sh!t. I was not making a Mona Lisa, bro. Now I can make a total calculation. I’ll use AliExpress because those are the CHEAPEST and fastest part suppliers. JLCPCB gets the rest, and once I get the correct amount I’m sending this in. Meanwhile, tonight I’ll work on the GitHub and demo… which I don’t have, so I guess I’ll make a website for the GPS.

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43m 7s logged

Devlog 1: The 43-Minute Charging Core

Project Context & Architecture

I’m designing a custom handheld navigation device from scratch. The goal is a custom carrier board in KiCad that ties together high-performance computing, location tracking, and power management. Here’s the hardware stack:

  • The Brain: Raspberry Pi Compute Module 4 (CM4) — Runs the core OS, custom parsing utilities, and handles all the high-level computing.
  • Location Tracking: u-blox NEO-M9N GNSS/GPS Module — Connected to an active external antenna for live coordinates literally anywhere.
  • Power Management: BQ25895RTWR (QFN-24) — A highly efficient switch-mode 3A buck charger handling autonomous LiPo charging, direct power-path management, and a deep-sleep “Ship Mode” hibernation circuit to prevent battery drain.
  • Power Input & Battery: USB-C Interface & 1S LiPo (via JST-PH) — Hardwired strictly as a one-way power sink (charging input only because I have zero motives to actually use the port for anything else).

The Update

PS: My incompetent brain used plain text boxes for my schematic labels instead of just pressing the L key to make actual net flags.

So, here’s what I got done in exactly 43 minutes: a charging circuit. That’s it. That’s literally all I did. Right now, there is absolutely nothing connecting over to the CM4 compute engine yet. I’m an absolute beginner at physical PCB layout, but I am a certified pro at reading datasheets. If you think about it, it’s the biggest engineering bottleneck of the century. Either way, I need to get this entire hardware project finished by tomorrow to actually get this PCB sent over to JLCPCB, get leads on parts, get it shipped ASAP, and take measurements for the enclosure. (That is if I get actual funding..) I’m currently sitting at a solid 5% completion. This is going to be an absolute sprint. (Not like my teachers once asked me to write a drama script last minute that was like 50% of my grade and I managed to pull off a 30-page script in one night… but yeah.) I’ll see you in a bit when I’ve actually got a few more sheets knocked out.

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4h 1m 9s logged

Devlog 4

Hey everyone. Yeah, it’s been a while. Don’t worry though, I didn’t abandon this thing. I’ve actually been working way harder than these 4 logged hours suggest. Major improvements happened. Also, I laid the groundwork for something kind of insane: PlainScript C++ for Arduino. You read that right. Arduino support is coming, and I’m maybe 12 hours of actual implementation away. (REAL UNDERSTATEMENT) 😭
Anyway, here’s what went down.

Hour 1: JS Generation and Smart Syntax

First hour was all about hardening the JS generation. I added what I’m calling “smart syntax.” Unlike Python, where a syntax error just kills your program, PlainScript will actually catch it, suggest a fix, and apply it automatically.
I also threw together a setup script for anyone who actually wants to use this, plus some compiler customization. You can tweak how aggressive the smart syntax correction is, or turn on auto-run after compilation if you’re into that.

Hour 2: SQL and File System Stuff

Built in SQL database creation and management tools. Also gave it full local filesystem access, but I made sure it won’t destroy anything. Ran 15 different scenarios to test that and they all passed, so… it’s probably fine. Probably.
Also added support for both symbols and regular English in the syntax because honestly, sometimes you want to type fast and sometimes you want to actually read what you wrote. Both works.

Hour 3: Cleanup and VS Code Extension

The code was a mess. Like, genuinely unreadable. I split the original 5 files into around 15 separate ones so it’s actually maintainable now.
Also added color coded words (syntax highlighting, It’s syntax highlighting.) My brain is absolutely fried right now, sorry. It’s packaged as a VS Code extension too, though I still need to get it approved on the marketplace. That part’s pending.

Hour 4: Arduino Framework (Actually 3 Hours)

This logged as one hour but it was really three hours of work. I have lost my sanity slightly but it’s fine. I planned out and wrote a chunk of the C++ and Arduino framework.
The plan is: PlainScript compiles to C++, which compiles to an Arduino binary, which you just flash. Simple. (Nope..)
The hard part is that I can’t just port every C++ library over manually. That would take forever. So instead of oversimplifying everything, I looked at how library calls actually work. A normal C++ line looks like this:

library.action(params);

If you break it down, you really only care about two things: the library name and the action. So in PlainScript, that becomes:

library do action on pin (whatever) with (x, y, whatever you need)

This feels solid. I’ll figure out the weirder libraries later, but this approach should cover most cases. I just need to pick a good prefix word for library calls, like cpp or something. I’ll sleep on it.

What’s Next

The JS side is basically done. All that’s left is finishing the Arduino implementation.
Wish me luck.

Oh, and here’s what the syntax highlighting looks like:
(quick edit, I spent wayyy too long writing this than I should have. I wanted it to look good since it’s a major achievement in development)

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1h 0m 17s logged

Devlog 3

“Don’t spend 12 hours coding a day or you’ll end up insane like me” Quote of the day

Overview of today

Fixed a couple memory leaks today. The math functions were holding onto heap space longer than they needed to (I have no idea how but I believe it was due to some of the preset math variables I created like PI had wrong values) , so I cleaned that up. Also tightened the JS output pipeline, since the whole point is you write in plain English, the generated code needs to be locked down on both security and performance.

HTTP connections are in now. Requests looks like this:
make request <request name to store response> (get/post) "https://apiendpointhere"

Then you review it with:
review request <request name> (you can either make a if statement or if else statement here or you can store the response to a variable)

Networking still has some edge cases I want to handle before I call it done, but I’d say the JS transpiler is sitting at about 75% ready to ship.

Future Plans

Once the JS version is shipped, I’ll move on to the C and C++ transpilers. The dictionary is already mapped out, so the port should be fast. Python is on the list too, but I want C/C++ shipped first so I can demo it running on ESP32s and Arduinos.

Opensourcing

Planning to open source after this JS release. Last time I initialized a git repo it completely split my projects and times, so I’m holding off until the codebase is stable.

Closing

That’s it for now. I’m home all day so I’ll keep working on this. No screenshots to share at the moment, so here’s a cat picture instead.

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1h 11m 21s logged

Devlog 2-

psst, I just found out markdown works in this devlog box, I think, we will find out.

Overview

I got significant progress done in this “one hour” period that was logged.

I actually worked for like 5 hours nonstop but most of the things I did was debugging so it really didn’t count the time I spent looking at logs.

Either way my language is basically a transpiler now. You can compile PlainScript to JS. It is a backend language as of now so you can do what you can expect from any other language like python and C++.

Future Plans

Using this for backend is just very limiting in my opinion and I am planning on a full Arduino Port which you can code simple projects like blinking LED’s or Wi-Fi communication. I am planning on making a very specific way to print graphics on a screen connected to the Arduino but you would need prebuilt graphic libraries to even do all that and it’s just a pain unless it dynamically generates the keywords for such headers. Right now PlainScript exists for JS and I’m proud of it, of course it needs some security tightening here and there to be actually usable which will be done in my 3rd hour. I will ship the PlainScript V1 after that and work on Arduino port. Right now I haven’t started the demo’s and such so those will come likely tomorrow morning. The rest is planning.

Closing

Alright I spent like 30 minutes writing this then realizing there’s a character limit so I can’t even type the capabilties of the language. Oh well.

Cya later tonight or tomorrow morning chat.

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