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  1. For those interested, this is the app I had it generate. I've only had to manually tweak a few things that the AI agent couldn't figure out, but it's mostly done this based off of my instructions alone.

    It's playable, it works, but I wouldn't call it terribly fun just yet. Still, it gives a reasonable idea of what lovable can do.

    novacolony.lovable.app/

    The source code can be found on GitHub.

    github.com/NinovanderMark/Nova

  2. Html Templater 0.3.0 is out! This version supports having page templates intermixed with assets, as well as being able to filter on which files are considered assets.

    I've also simplified the Getting Started section on the docs, and added some more in-depth documentation, which should help clarify what Html Templater can do, and how to do it.

    htmltemplater.ninovandermark.n

  3. Html Templater 0.3.0 is out! This version supports having page templates intermixed with assets, as well as being able to filter on which files are considered assets.

    I've also simplified the Getting Started section on the docs, and added some more in-depth documentation, which should help clarify what Html Templater can do, and how to do it.

    htmltemplater.ninovandermark.n

    #static_site_generators #html #website #htmltemplater #webdev

  4. Html Templater 0.3.0 is out! This version supports having page templates intermixed with assets, as well as being able to filter on which files are considered assets.

    I've also simplified the Getting Started section on the docs, and added some more in-depth documentation, which should help clarify what Html Templater can do, and how to do it.

    htmltemplater.ninovandermark.n

    #static_site_generators #html #website #htmltemplater #webdev

  5. Html Templater 0.3.0 is out! This version supports having page templates intermixed with assets, as well as being able to filter on which files are considered assets.

    I've also simplified the Getting Started section on the docs, and added some more in-depth documentation, which should help clarify what Html Templater can do, and how to do it.

    htmltemplater.ninovandermark.n

    #static_site_generators #html #website #htmltemplater #webdev

  6. My personal website is now being generated by HTML Templater! It looks pretty much the same, but under the hood it's now templates that I can more easily update.

    ninovandermark.nl

    I'm also loving how simple the setup is! I can edit everything directly from the GitHub site, and its built when I commit.

    Now I don't have to fret about having to update every page if I want to change the layout around anymore!

  7. My personal website is now being generated by HTML Templater! It looks pretty much the same, but under the hood it's now templates that I can more easily update.

    ninovandermark.nl

    I'm also loving how simple the setup is! I can edit everything directly from the GitHub site, and its built when I commit.

    Now I don't have to fret about having to update every page if I want to change the layout around anymore!

    #html #static_site_generators #staticsite #development #webdev

  8. My personal website is now being generated by HTML Templater! It looks pretty much the same, but under the hood it's now templates that I can more easily update.

    ninovandermark.nl

    I'm also loving how simple the setup is! I can edit everything directly from the GitHub site, and its built when I commit.

    Now I don't have to fret about having to update every page if I want to change the layout around anymore!

    #html #static_site_generators #staticsite #development #webdev

  9. My personal website is now being generated by HTML Templater! It looks pretty much the same, but under the hood it's now templates that I can more easily update.

    ninovandermark.nl

    I'm also loving how simple the setup is! I can edit everything directly from the GitHub site, and its built when I commit.

    Now I don't have to fret about having to update every page if I want to change the layout around anymore!

    #html #static_site_generators #staticsite #development #webdev

  10. To summarize, it's really cool technology, and being able to immediately publish your app to have people in the real world try it is a stroke of genius.

    However, unless Lovable's hosting platform is the right fit for your existing and future applications, you're setting yourself up for growing pains when you do find market fit.

    That might be an acceptable trade-off, but it's a trade-off all the same.

  11. That means that moving from prototype to product means you suddenly have to make a lot of decisions, that ideally you'd have made in the initial phases of development.

    The upside of something like lovable is that you can get something working quickly to gauge if there's a market fit for what you're making.

    The downside is that scaling up will be a painful and costly exercise, unless you're willing to stick to lovable as a platform.

  12. I can see this being a great starting point for a commercial application, assuming your team knows the technologies being used, or you find people that do.

    Although lovable offers a free tier of cloud hosting for backend (database, servers etc.) you'd have to ask yourself if this is the infrastructure you'd choose if you had that option.

    That's the primary negative of this platform, you get a lot of architectural decisions made for you that are hard to reverse.

  13. For my prototype it's been getting harder and harder to get the change I want, and being more specific in my prompts hasn't really yielded the expected return.

    To make real progress I'd have to switch to a paid plan, or dive into the codebase that the AI has crafted for me, or both.

    Right now the former seems not the right investment for a toy project, and the latter leaves me with an architecture I didn't choose in a framework I don't know on a platform I don't control.

  14. My experiment with Lovable has come to an end. I've been seeing diminishing returns for changes, and been burning through my (free) credits a lot quicker.

    It's a fantastic tool for prototyping. Getting an approximation of your app (or game) up with just a few prompts feels very powerful, and almost magical.

    Iterating on that prototype solely through prompts can be hit-and-miss. Sometimes it works great, other times the instruction gets misinterpreted, or partially ignored.

  15. Currently working on adding portals to my engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.

    Eventually we'll get there, but right now it feels like fumbling in the dark.

    My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.

    Get a hobby, they said... 😅

  16. Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.

    Eventually we'll get there, but right now it feels like fumbling in the dark.

    My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.

    Get a hobby, they said... 😅

  17. Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.

    Eventually we'll get there, but right now it feels like fumbling in the dark.

    My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.

    Get a hobby, they said... 😅

  18. Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.

    Eventually we'll get there, but right now it feels like fumbling in the dark.

    My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.

    Get a hobby, they said... 😅

  19. I've spent some time trying to get floor & ceiling textures working in my toy , but the result is consistently *very* slow on anything but tiny screen resolutions.

    Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.

    I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.

  20. I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.

    Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.

    I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.

  21. I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.

    Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.

    I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.

  22. I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.

    Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.

    I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.

  23. Today managed to do what could not.

    I have an Evergine solution, which targets either Windows or Web, and uses SignalR to communicate with a server.

    I'm really impressed with the developer experience of Evergine so far.

    Breakpoints in my .NET code are hit in Visual Studio, even when they're running in the browser, thanks to Blazor. Interacting with (objects in the) scene through code is idiomatic C#/.NET as well.

    This is the happiest I've been using a 3D engine in years.

  24. Why yes, that is indeed a 6 project using , built on Windows, running on Linux within WSL.

    What a world we live in!