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#assemblyscript — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #assemblyscript, aggregated by home.social.

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  1. I'm currently working on a brand-new PluginSDK to bring lightweight and high-performance WebAssembly plugins to the ecosystem. We already support #Go, #Rust, and #AssemblyScript, but I'm adding a new language to the family.

    If everything goes smoothly with my final tests, it should ship in the next release.

    While I'm wrapping things up and fine-tuning the memory allocation, here is a quick preview of the initialization code. Can you guess which language is joining the list?

    fn buildPlugin(srv: *server.Server) server.plugin.Plugin {
        _ = srv;
        const p = MyPlugin.create(std.heap.wasm_allocator) catch unreachable;
        return p.plugin();
    }
    
    export fn install() void {
        server.global_server = server.Server.init(std.heap.wasm_allocator);
        server.register(&[_]server.model.pluginrun.PluginRun{}, &buildPlugin);
    }
    

    #WebAssembly #Wasm #BuildInPublic #OpenSource #Dev

  2. I'm currently working on a brand-new PluginSDK to bring lightweight and high-performance WebAssembly plugins to the ecosystem. We already support #Go, #Rust, and #AssemblyScript, but I'm adding a new language to the family.

    If everything goes smoothly with my final tests, it should ship in the next release.

    While I'm wrapping things up and fine-tuning the memory allocation, here is a quick preview of the initialization code. Can you guess which language is joining the list?

    fn buildPlugin(srv: *server.Server) server.plugin.Plugin {
        _ = srv;
        const p = MyPlugin.create(std.heap.wasm_allocator) catch unreachable;
        return p.plugin();
    }
    
    export fn install() void {
        server.global_server = server.Server.init(std.heap.wasm_allocator);
        server.register(&[_]server.model.pluginrun.PluginRun{}, &buildPlugin);
    }
    

    #WebAssembly #Wasm #BuildInPublic #OpenSource #Dev

  3. Big commit pushed! Finally out of a long and buggy tunnel.

    The plugin SDK is now fully automated via a custom binary I wrote: updating the #Golang side now auto-generates the #Rust and #AssemblyScript code.

    Still a draft, but it works! Check out the full changelog here: https://gitroot.dev/CHANGELOG.html#unreleased and the app is here https://gitroot.dev/worktree/app/sdkgenerator/index.html

    Time to focus on more impactful features now!

    #wasm #devtools #opensource #git #forge

  4. The Firefly Zero game jam is now official! Build a game for the Firefly Zero handheld game console on the weekend of January 17-19.

    Build a game in any of the supported languages: Rust, Go, Lua, Zig, C, C++, TypeScript, AssemblyScript, Elixir, MoonBit

    Documentation and SDK’s are available on the website. It’s very easy to get going and no prior experience is necessary.

    More information is available on the Itch.io page:
    itch.io/jam/firefly-jam

    Read more about the Firefly Zero handheld game console on their website:
    fireflyzero.com/

    #GameDev #retrogame #retrogamedev #Rust #RustLang #Go #GoLang #Lua #zig #TypeScript #AssemblyScript #Elixir #MoonBit #FireflyZero

  5. The Firefly Zero game jam is now official! Build a game for the Firefly Zero handheld game console on the weekend of January 17-19.

    Build a game in any of the supported languages: Rust, Go, Lua, Zig, C, C++, TypeScript, AssemblyScript, Elixir, MoonBit

    Documentation and SDK’s are available on the website. It’s very easy to get going and no prior experience is necessary.

    More information is available on the Itch.io page:
    itch.io/jam/firefly-jam

    Read more about the Firefly Zero handheld game console on their website:
    fireflyzero.com/

    #GameDev #retrogame #retrogamedev #Rust #RustLang #Go #GoLang #Lua #zig #TypeScript #AssemblyScript #Elixir #MoonBit #FireflyZero

  6. Good news, everyone! You can now make Firefly Zero games using (a subset of TypeScript), (language designed specifically for ), and (experimental).

    In total, we now support 8 languages. More than any other real game console before. Show must go on!

    docs.fireflyzero.com/dev/getti

  7. Good news, everyone! You can now make Firefly Zero games using #AssemblyScript (a subset of TypeScript), #MoonBit (language designed specifically for #wasm), and #Lua (experimental).

    In total, we now support 8 languages. More than any other real game console before. Show must go on!

    docs.fireflyzero.com/dev/getti

  8. Today, GitRoot plugins can be written in Golang thanks to @TinyGo and in TypeScript thanks to https://www.assemblyscript.org/

    Guess what the next SDK plugin will be made of.

    #golang #tinygo #typescript #assemblyscript #wasm #wasi

  9. There are two obstacles when you use #Assemblyscript and #Deno for #MachineLearning #ML and #SmallLanguageModels #SLM. 1. Assemblyscript works with linear memory and you have to flatten 3D #tensors and 2D #matrices into 1D #arrays for doing any matrix algebra. 2. Deno is a bit more complicated than Node.js when working with #WASM (#Webassemly) files. Here is how you do it. Webassembly makes NNUE models even faster in computation. This together with #WebGPU will become our future. #AI #javascript

  10. I have finally decided to use #Typescript, #Deno, and #Assemblyscript to do my #SLM project. Typescript has strong typing. Assemblyscript will be compiled into #Webassembly wasm which is much faster. I don't need #pytorch or #numpy for manipulating matrices. NNUE modeling of language allows me to use arrays for #computing #GradientDescents.

    While Javascript is a messy language, the other related script languages are clean and strict. #WebGPU allows me to use the #GPU via a browser too. #AI

  11. @tomayac Why would anybody compile to when there is ? There are also JS runtimes in WASM: @boa_engine, Javy, Dukweb and QuickJS-emscripten.

  12. @tomayac Why would anybody compile #JS to #WASM when there is #AssemblyScript? There are also JS runtimes in WASM: @boa_engine, Javy, Dukweb and QuickJS-emscripten.

  13. 🛠️ #Modus: A New #Opensource Serverless Framework

    🚀 Powered by #WebAssembly for high-speed execution and secure sandboxing
    💻 Multi-language support with #Go and #AssemblyScript compatibility
    🤖 Seamless #AI model integration with auto-generated #API endpoints
    🔒 Built-in authentication and natural language search capabilities
    🌐 Optimized for sub-second response times in #serverless environments

    Learn more: github.com/hypermodeinc/modus docs.hypermode.com/modus

    Getting started with Modus: youtube.com/watch?v=3CcJTXTmz8

  14. 🛠️ #Modus: A New #Opensource Serverless Framework

    🚀 Powered by #WebAssembly for high-speed execution and secure sandboxing
    💻 Multi-language support with #Go and #AssemblyScript compatibility
    🤖 Seamless #AI model integration with auto-generated #API endpoints
    🔒 Built-in authentication and natural language search capabilities
    🌐 Optimized for sub-second response times in #serverless environments

    Learn more: github.com/hypermodeinc/modus docs.hypermode.com/modus

    Getting started with Modus: youtube.com/watch?v=3CcJTXTmz8

  15. Navmesh, lightmaps и lightprobes: реализация и использование в Playcanvas

    В этой небольшой заметке хотелось бы поделиться результатами реализаций нескольких технологий из gamdev-а. В основном коснёмся двух тем. Первая тема - это использование navmesh-ей для нахождения путей в пространстве трёхмерной сцены. Вторая тема - это использование lightmap и lightprob-ов для освещения динамических объектов. По каждой из этих тем обсудим немного теории и то, как всё это можно использовать в браузерном игровом 3d-движке Playcanvas.

    habr.com/ru/articles/783174/

    #playcanvas #3dgraphic #gamedev #navmesh #lightmap #lightprobe #webassembly #assemblyscript

  16. @developit Looks much more appealing than MicroPython, but I’m also thinking:

    Can maybe #DeviceScript become an alternative to #AssemblyScript for those wanting to compile JS-style code to actual WASM rather than run the JS-code in a WASM compiled JS-runtime?

    Time will tell!

  17. @developit Looks much more appealing than MicroPython, but I’m also thinking:

    Can maybe #DeviceScript become an alternative to #AssemblyScript for those wanting to compile JS-style code to actual WASM rather than run the JS-code in a WASM compiled JS-runtime?

    Time will tell!

  18. I thought I’d try adding #assemblyscript support to tauri-bindgen today, but it doesn’t support promises yet sooo, no luck 🤷‍♂️

    But I added #ReScript support so that’s something cool!

  19. @digital I know you were joking.

    I'm helping at github.com/ColinEberhardt/asse , where we try to port a future JS API to #AssemblyScript, since AS doesn't have Date yet and Temporal is nicer anyway.