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tinyBigGAMES

@tinybiggames.com
131 followers 138 following 65 posts

Developer & Publisher of Digital Entertainment Software

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tinyBigGAMES @tinybiggames.com · 01/05/2026
#GameDev #IndieDev #Markup Infographic
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tinyBigGAMES @tinybiggames.com · 09/04/2026
#GameDev #IndieDev #Metamorf #Cpp23 Now you can bake your own custom compiler from your .mor file that describes your custom language. Myra, a complete, full-spec minimal systems programming language, is now complete and will serve as a showcase language in the next Metamorf release.
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tinyBigGAMES @tinybiggames.com · 04/04/2026
#GameDev #IndieDev #Metamorf v0.3.0 will ship with a native Win64 debugger replacing lldb-dap. No more LLVM hangs, crashes, or 200MB bloat. Built in Delphi, zero dependencies, speaks DAP, includes a CLI REPL. Breakpoints, stepping, call stacks, variables — just works. One flag and you're debugging.
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tinyBigGAMES @tinybiggames.com · 02/04/2026
#GameDev #IndieDev #Delphi #cpp23 #Metamorf The next release introduces a flat C-compatible API that exposes the entire Metamorf compilation pipeline to any Win64 language. Delphi, C, C++, C#, Rust, Python, Java, Go, Node.js -- if it can load a DLL and call functions, it can drive Metamorf.
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tinyBigGAMES @tinybiggames.com · 01/04/2026
#GameDev #IndieDev #Delphi #cpp23 #Metamorf Infographic
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tinyBigGAMES @tinybiggames.com · 04/03/2026
#GameDev #IndieDev #ParseLang #RayLib parselang.org
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tinyBigGAMES @tinybiggames.com · 25/02/2026
#IndieDev #GameDev #CompilerKit (infographics)
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tinyBigGAMES @tinybiggames.com · 10/02/2026
#IndieDev #GameDev #Compiler It's a beautiful thing — compiling your own custom language to native Win64 and Linux64 executables using the #Tiger backend. Next update: a full-featured programming language made with Tiger. Stay tuned! 🐯
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tinyBigGAMES @tinybiggames.com · 06/02/2026
#IndieDev #GameDev #Tiger (infographic)
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tinyBigGAMES @tinybiggames.com · 03/02/2026
#GameDev #IndieDev #Claude #AI Showing how to send a “heartbeat” to the diary system, signaling that Claude should reflect on what was learned and apply updates.
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tinyBigGAMES @tinybiggames.com · 03/02/2026
#GameDev #IndieDev #Claude #AI Extended Claude diary with a boot sequence that loads prior session context. It gives the model continuity of self, memory, and lessons learned. At session end, I just say “Update yourself” and it records experiences and insights for the next run.
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tinyBigGAMES @tinybiggames.com · 03/02/2026
#GameDev #IndieDev #Zig #CPP #PaxLang (infographic)
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tinyBigGAMES @tinybiggames.com · 03/02/2026
#GameDev #IndieDev #Zig #CPP Getting things ready for the #PaxLang v0.2.0 release. Here’s the new logo, an infographic, and a short intro video to help explain what this update is all about. (updated logo)
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tinyBigGAMES @tinybiggames.com · 01/02/2026
#GameDev #IndieDev #Claude (diary entry)
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tinyBigGAMES @tinybiggames.com · 01/02/2026
#GameDev #IndieDev #Claude Watching reports about the now viral OpenClaw/Moltbook & thought, what if I told Claude to keep a Diary. Told it to first check out the moltbook site and this was its first entry. I encouraged it to write after we end a programming session, reflect on what was learned.
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tinyBigGAMES @tinybiggames.com · 23/01/2026
PaxLang philosophy: "If it's not Pax, it's C++." One file. Two languages. Zero bindings. #include <cmath> just works. Call std::abs() directly. Use std::string as your variable type. This is what seamless interop looks like. #GameDev #IndieDev #PaxLang #RayLib
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tinyBigGAMES @tinybiggames.com · 20/01/2026
🚀 PaxLang now supports 5 major platforms! ✅ Win64 & WinARM64 ✅ Linux64 & LinuxARM64 (Raspberry Pi!) ✅ macOS (Apple Silicon) One codebase, cross-compile anywhere. The future is cross-platform! 🎯 #GameDev #IndieDev #PaxLang
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tinyBigGAMES @tinybiggames.com · 18/01/2026
🛠️ The PaxLang developer experience: `pax init MyGame` → `pax build` → `pax run`. Clean, fast, no fuss. Supports exe, static libs & DLLs out of the box. Small language, streamlined tooling. #GameDev #IndieDev #PaxLang
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