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#kdl — Public Fediverse posts

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

  1. [ANN] kdl-hs 1.0.0 released with v2 support

    kdl-hs is a parser for the #KDL configuration language, now compliant with the v2 standard.

    discourse.haskell.org/t/ann-kd

    #Haskell

  2. [ANN] kdl-hs 1.0.0 released with v2 support

    kdl-hs is a parser for the configuration language, now compliant with the v2 standard.

    discourse.haskell.org/t/ann-kd

  3. [ANN] kdl-hs 1.0.0 released with v2 support

    kdl-hs is a parser for the #KDL configuration language, now compliant with the v2 standard.

    discourse.haskell.org/t/ann-kd

    #Haskell

  4. [ANN] kdl-hs 1.0.0 released with v2 support

    kdl-hs is a parser for the #KDL configuration language, now compliant with the v2 standard.

    discourse.haskell.org/t/ann-kd

    #Haskell

  5. [ANN] kdl-hs 1.0.0 released with v2 support

    kdl-hs is a parser for the #KDL configuration language, now compliant with the v2 standard.

    discourse.haskell.org/t/ann-kd

    #Haskell

  6. maybe I'll do some KDL stuff today. As a treat.

    #KDL

  7. maybe I'll do some KDL stuff today. As a treat.

    #KDL

  8. maybe I'll do some KDL stuff today. As a treat.

    #KDL

  9. maybe I'll do some KDL stuff today. As a treat.

    #KDL

  10. maybe I'll do some KDL stuff today. As a treat.

    #KDL

  11. Initial custom themes support has landed in @conjured.ink's stall software and it's very fast, and very easy to write custom themes for (assuming you know a little bit of HTML/CSS!)

    Highlights:

    • VERY fast jinja-style templates w/ layouts & partials
    • KDL-based metadata ;)
    • No framework needed!
    • Easy packaging

    Our shops are more than just ecommerce: they're going to be able to do newsletters/blogging, POSSE, and general custom websites, all with an EXTREMELY small footprint that will be cheap or free!

    Like this whole thing? Please support us if can comfortably do so: mastodon.social/@conjured_ink/

    #KDL #POSSE #IndieWeb #Rust #RustLang #StopPayPros #BoostsWelcome

  12. Initial custom themes support has landed in @conjured.ink's stall software and it's very fast, and very easy to write custom themes for (assuming you know a little bit of HTML/CSS!)

    Highlights:

    • VERY fast jinja-style templates w/ layouts & partials
    • KDL-based metadata ;)
    • No framework needed!
    • Easy packaging

    Our shops are more than just ecommerce: they're going to be able to do newsletters/blogging, POSSE, and general custom websites, all with an EXTREMELY small footprint that will be cheap or free!

    Like this whole thing? Please support us if can comfortably do so: mastodon.social/@conjured_ink/

    #KDL #POSSE #IndieWeb #Rust #RustLang #StopPayPros #BoostsWelcome

  13. Initial custom themes support has landed in @conjured.ink's stall software and it's very fast, and very easy to write custom themes for (assuming you know a little bit of HTML/CSS!)

    Highlights:

    • VERY fast jinja-style templates w/ layouts & partials
    • KDL-based metadata ;)
    • No framework needed!
    • Easy packaging

    Our shops are more than just ecommerce: they're going to be able to do newsletters/blogging, POSSE, and general custom websites, all with an EXTREMELY small footprint that will be cheap or free!

    Like this whole thing? Please support us if can comfortably do so: mastodon.social/@conjured_ink/

    #KDL #POSSE #IndieWeb #Rust #RustLang #StopPayPros #BoostsWelcome

  14. Initial custom themes support has landed in @conjured.ink's stall software and it's very fast, and very easy to write custom themes for (assuming you know a little bit of HTML/CSS!)

    Highlights:

    • VERY fast jinja-style templates w/ layouts & partials
    • KDL-based metadata ;)
    • No framework needed!
    • Easy packaging

    Our shops are more than just ecommerce: they're going to be able to do newsletters/blogging, POSSE, and general custom websites, all with an EXTREMELY small footprint that will be cheap or free!

    Like this whole thing? Please support us if can comfortably do so: mastodon.social/@conjured_ink/

    #KDL #POSSE #IndieWeb #Rust #RustLang #StopPayPros #BoostsWelcome

  15. Initial custom themes support has landed in @conjured.ink's stall software and it's very fast, and very easy to write custom themes for (assuming you know a little bit of HTML/CSS!)

    Highlights:

    • VERY fast jinja-style templates w/ layouts & partials
    • KDL-based metadata ;)
    • No framework needed!
    • Easy packaging

    Our shops are more than just ecommerce: they're going to be able to do newsletters/blogging, POSSE, and general custom websites, all with an EXTREMELY small footprint that will be cheap or free!

    Like this whole thing? Please support us if can comfortably do so: mastodon.social/@conjured_ink/

    #KDL #POSSE #IndieWeb #Rust #RustLang #StopPayPros #BoostsWelcome

  16. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  17. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  18. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  19. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  20. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  21. Hold up can we talk about how cute this little file tree icon for KDL files in Zed is?!

    #KDL #ZedEditor #Zed

  22. Hold up can we talk about how cute this little file tree icon for KDL files in Zed is?!

    #KDL #ZedEditor #Zed

  23. Hold up can we talk about how cute this little file tree icon for KDL files in Zed is?!

    #KDL #ZedEditor #Zed

  24. Hold up can we talk about how cute this little file tree icon for KDL files in Zed is?!

    #KDL #ZedEditor #Zed

  25. Hold up can we talk about how cute this little file tree icon for KDL files in Zed is?!

    #KDL #ZedEditor #Zed

  26. Excited for the @bevy scene format. I poked at it a bit and it's definitely something that would look really darn good in #KDL. This is using the proposed number type suffix syntax.

    Once the format lands, I might write an adapter that lets you write scenes in KDL and hot reload w/o recompile!

  27. Excited for the @bevy scene format. I poked at it a bit and it's definitely something that would look really darn good in #KDL. This is using the proposed number type suffix syntax.

    Once the format lands, I might write an adapter that lets you write scenes in KDL and hot reload w/o recompile!

  28. Excited for the @bevy scene format. I poked at it a bit and it's definitely something that would look really darn good in #KDL. This is using the proposed number type suffix syntax.

    Once the format lands, I might write an adapter that lets you write scenes in KDL and hot reload w/o recompile!

  29. Excited for the @bevy scene format. I poked at it a bit and it's definitely something that would look really darn good in #KDL. This is using the proposed number type suffix syntax.

    Once the format lands, I might write an adapter that lets you write scenes in KDL and hot reload w/o recompile!

  30. Excited for the @bevy scene format. I poked at it a bit and it's definitely something that would look really darn good in #KDL. This is using the proposed number type suffix syntax.

    Once the format lands, I might write an adapter that lets you write scenes in KDL and hot reload w/o recompile!

  31. ok hear me out

    what if

    #KDL args/prop vals could be nodes, too? This seems... tremendously silly, but I can imagine use cases even if I can't imagine how to make it look reasonable.

  32. ok hear me out

    what if

    #KDL args/prop vals could be nodes, too? This seems... tremendously silly, but I can imagine use cases even if I can't imagine how to make it look reasonable.

  33. ok hear me out

    what if

    #KDL args/prop vals could be nodes, too? This seems... tremendously silly, but I can imagine use cases even if I can't imagine how to make it look reasonable.

  34. ok hear me out

    what if

    #KDL args/prop vals could be nodes, too? This seems... tremendously silly, but I can imagine use cases even if I can't imagine how to make it look reasonable.

  35. ok hear me out

    what if

    #KDL args/prop vals could be nodes, too? This seems... tremendously silly, but I can imagine use cases even if I can't imagine how to make it look reasonable.

  36. language design challenge: If you were to support unquoted paths in a language like #KDL, how would you do it in a way that didn't have massive footguns?

    See github.com/kdl-org/kdl/discuss and send us your answer there! Maybe there's still a way :)

  37. language design challenge: If you were to support unquoted paths in a language like #KDL, how would you do it in a way that didn't have massive footguns?

    See github.com/kdl-org/kdl/discuss and send us your answer there! Maybe there's still a way :)

  38. language design challenge: If you were to support unquoted paths in a language like #KDL, how would you do it in a way that didn't have massive footguns?

    See github.com/kdl-org/kdl/discuss and send us your answer there! Maybe there's still a way :)

  39. language design challenge: If you were to support unquoted paths in a language like #KDL, how would you do it in a way that didn't have massive footguns?

    See github.com/kdl-org/kdl/discuss and send us your answer there! Maybe there's still a way :)

  40. language design challenge: If you were to support unquoted paths in a language like #KDL, how would you do it in a way that didn't have massive footguns?

    See github.com/kdl-org/kdl/discuss and send us your answer there! Maybe there's still a way :)