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David Delassus
David Delassus

255 Followers

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Pinned

I made my own noise function

📝 What is a “noise function”? In Computer Graphics, a “noise function” refers to a mathematical function that produces a seemingly random, but deterministic, output. We often use those functions to procedurally generate textures, terrains, and other visual elements. The most commonly used noise functions might be Perlin noise and Simplex noise. Why would you make your own noise function? Usually, noise functions take…

Game Development

8 min read

I made my own noise function
I made my own noise function
Game Development

8 min read


Pinned

Letlang — Roadblocks and how to overcome them

Introduction I’ve been working on and off on my own programming language, Letlang, for a while now. You may have already read a bit about it in my previous articles. I have made a lot of progress on the design of the runtime, and the features I want. But we’re still…

Letlang

7 min read

Letlang — Roadblocks and how to overcome them
Letlang — Roadblocks and how to overcome them
Letlang

7 min read


Pinned

Procedural map generation in C++ — Part 2: A new hope with cellular automata and GPT4

This is the 7th devlog of Warmonger Dynasty, a 4X turn-based strategy game made in C++/SDL. If you want to read the previous entries, take a look at my reading list. In my previous devlog, we talked about procedural map generation. We tried a combination of Voronoi diagrams, Perlin Noise…

Programming

23 min read

Procedural map generation in C++ — Part 2: A new hope with cellular automata and GPT4
Procedural map generation in C++ — Part 2: A new hope with cellular automata and GPT4
Programming

23 min read


Pinned

Writing a simple Lisp interpreter in Rust

Lisp is a family of multi-paradigm programming languages (functional, procedural, reflective, …), which can be similar to Lambda Calculus. The name stands for “list processing”. The syntax is based on the concept of S-Expression (short for: Symbolic Expression). The code is therefore organized in a tree-like data structure. …

Rust Programming Language

24 min read

Writing a simple Lisp interpreter in Rust
Writing a simple Lisp interpreter in Rust
Rust Programming Language

24 min read


Pinned

A short introduction to Entity-Component-System in C++ with EnTT

This is the third devlog in my series about my game Warmonger Dynasty (a 4X turn-based strategy game). If you want to read the previous entries, take a look at my reading list. Today, we are gonna talk about Entity-Component-Systems in C++ (ECS for friends), and especially about one great…

Game Development

15 min read

A short introduction to Entity-Component-System in C++ with EnTT
A short introduction to Entity-Component-System in C++ with EnTT
Game Development

15 min read


May 17

astmaker — A DSL in Rust for programming language designers

GitHub - linkdd/astmaker: Build Abstract Syntax Trees and tree-walking models quickly in Rust. Build Abstract Syntax Trees and tree-walking models quickly in Rust. This example creates an AST for simple math…github.com While working on Letlang, I’ve had to design its AST with the Rust type system, which is a damn good fit for that use case! Then, I started writing tree-walking algorithms to walk through that AST during the different phases of compilation (scope analysis, code generation, …).

Rust Programming Language

4 min read

Rust Programming Language

4 min read


May 1

EnTT and ImGui, or how to reconcile ECS and GUIs?

📝 Reminder: What is an ECS? Entity Component Systems are a pattern you’ll often see in game development. They are a “data oriented” way of organizing your code, by separating the data and the behaviors (game logic). EnTT is a C++ header-only library which provides one implementation of that pattern: GitHub - skypjack/entt: Gaming meets modern C++ - a fast and reliable entity component system (ECS)… EnTT has been a dream so far, we haven't found a single bug to date and it's super easy to work with -- Every EnTT User…github.com

C Plus Plus Language

9 min read

EnTT and ImGui, or how to reconcile ECS and GUIs?
EnTT and ImGui, or how to reconcile ECS and GUIs?
C Plus Plus Language

9 min read


Mar 13

A new milestone for Letlang

For the past few months, I have been working on my own programming language, Letlang. You may have already read a bit about it in my previous articles. I’m happy to announce that one of the biggest feature of the language is now specified, implemented, and working! But what is…

Letlang

7 min read

A new milestone for Letlang
A new milestone for Letlang
Letlang

7 min read


Mar 9

Today I learned: Javascript and bitwise operations on floats

While working on my own programming language, Letlang (read more about it here), I was faced with an issue. For the “Proof of Concept”, I decided to have only 64-bits floating point numbers instead of separate integer/float types, just like Javascript. …

Letlang

2 min read

Letlang

2 min read


Feb 11

Procedural Map Generation in C++ — Part 1: The slow, the bad and the ugly

This is the 6th devlog of Warmonger Dynasty, a 4X turn-based strategy game made in C++/SDL. If you want to read the previous entries, take a look at my reading list. In my previous devlogs, I talked more about the engine than the game. I felt it was an interesting…

Game Development

16 min read

Procedural Map Generation in C++ — Part 1: The slow, the bad and the ugly
Procedural Map Generation in C++ — Part 1: The slow, the bad and the ugly
Game Development

16 min read

David Delassus

David Delassus

255 Followers

CEO & Co-Founder at Link Society

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