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Angel Munoz

@tunaxor.me
1.3K followers 464 following 851 posts

One of the 12 #fsharp devs in the world, trying out kotlin and #buildinginpublic fun, I started this journey around 2013. linktr.ee/angel_d_munoz Other social media, not an OF 😆 Mexican, so spanish sometimes

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Reposted by Angel Munoz
Daniel Saewitz @saewitz.com · 26/09/2026
you think AI is getting better but then it writes this crap
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Jordan Marr @jordanmarr.bsky.social · 26/09/2026
Fable.Lit.Dsl + Fable.Lit.Dsl.Shoelace v2 are out! • Growing lists and one-armed ifs no longer rebuild the parent, so scroll, focus & animations survive • New forKeyed for keyed lists • Text & attributes are bound: escaped, and updated in place github.com/JordanMarr/F... #fsharp
github.com
GitHub - JordanMarr/Fable.Lit.Dsl: Strongly‑typed UI DSLs for Fable.Lit — HTML, Shoelace, and more.
Strongly‑typed UI DSLs for Fable.Lit — HTML, Shoelace, and more. - JordanMarr/Fable.Lit.Dsl
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Vladimir Shchur @lanayx.bsky.social · 27/09/2026
New #oxpecker beta release! #fsharp medium.com/@Lanayx/oxpe...
medium.com
Oxpecker 3
As you might have guessed from the title, a new major version of Oxpecker has just landed, which means Oxpecker is still alive and…
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Sergey Tihon 🦔🦀 @sergeytihon.com · 27/09/2026
F# Weekly #39, 2026 - Oxpecker 3 #fsharp sergeytihon.com/2026/09/27/f...
sergeytihon.com
F# Weekly #39, 2026 – Oxpecker 3
Welcome to F# Weekly, A roundup of F# content from this past week: Microsoft News Microsoft is updating its author-signing certificate starting September 23, 2026 AG-UI Protocol now has a first-cla…
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Angel Munoz @tunaxor.me · 25/09/2026
I am worried that I'm building a templating engine to describe game maps e.g. map (36 20) { grass all columns (2 1) { meadow { rect (1 1 4 4 dirt) } hills { ... } } }
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Guy Buss @eluciusftw.bsky.social · 18/09/2026
We released a new version of SpectreCoff today (0.57.7), catching up with Spectre.Console again, including the newest features and api changes. #fsharp #dotnet Here's the changelog: github.com/EluciusFTW/S...
github.com
SpectreCoff/CHANGELOG.md at main · EluciusFTW/SpectreCoff
A thin, opinionated wrapper around Spectre.Console in F#. - EluciusFTW/SpectreCoff
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Maxime @mangelmaxime.bsky.social · 17/09/2026
Introducing Fable.Ripple: fine-grained reactivity for F# and Fable. A write updates the exact DOM nodes reading the signal. No virtual tree, no diff. Four focused packages for signals, DOM, forms, and routing. Try the beta: fable-hub.github.io/Fable.Ripple/ #fsharp
fable-hub.github.io
Fable.Ripple
Focused F# libraries for building reactive Fable applications
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Angel Munoz @tunaxor.me · 16/09/2026
I thought It was just the GLM-5.3 family the annoying one but it seems Deep Seek Flash is on the same train Before I can move on my games, I need to have hard design sessions to understand what the gaps are and where I can start tackling features that are share on both
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Sergey Tihon 🦔🦀 @sergeytihon.com · 12/09/2026
F# Weekly #37, 2026 — F# 11 RC1 and Fantomas 8 Beta Land #fsharp sergeytihon.com/2026/09/12/f...
sergeytihon.com
F# Weekly #37, 2026 — F# 11 RC1 and Fantomas 8 Beta Land
Welcome to F# Weekly, A roundup of F# content from this past week: News F# in .NET 11 RC 1 – Release Notes Microsoft News Announcing .NET 11 Release Candidate 1 – .NET Blog Use C# union…
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simoncropp.bsky.social @simoncropp.bsky.social · 10/09/2026
Polyfill now supports using c#15 Closed hierarchies on older runtimes github.com/SimonCropp/P... #dotnet
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Alvin Ashcraft @alvinashcraft.com · 08/09/2026
Worse is better: C# versus F# by Mark Seemann buff.ly/nHXl52F #dotnet #csharp #fsharp #programming #functionalprogramming
blog.ploeh.dk
Worse is better: C# versus F#
C# is a great programming language, but F# is better.
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Angel Munoz @tunaxor.me · 09/09/2026
New package! FunGoo 0.1.0 is out, a very minimal library that adds some ease-of-use helpers to consume G# 's Goo GUI I ported an old project music player of mine using LibVLCSharp and Goo itself I guess I will be adding some other cool stuff in there #dotnet #fsharp #gsharp #libvlc
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Maxime @mangelmaxime.bsky.social · 03/09/2026
Fable 5.14.0, 5.15.0, and 5.16.0 have been released over the past few days! 🚀 These updates feature: - Improved support for Python, Rust, and Beam. - Added support for precompiled libraries in fable-standalone (stay tuned for a surprise coming in the next few days!). #fsharp #fablecompiler
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Maxime @mangelmaxime.bsky.social · 04/09/2026
Nacara is back! 🔥 A complete ground-up rewrite running natively on .NET. It's now fully pluggable and lets you turn F# code snippets into interactive playgrounds. 👀 See it live on Thoth.Json docs: thoth-org.github.io/Thoth.Json/ 🚀 Check out Nacara: mangelmaxime.github.io/Nacara/ #fsharp
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Sergey Tihon 🦔🦀 @sergeytihon.com · 05/09/2026
F# Weekly #36, 2026 — Fable 5.16, FsLexYacc 12, and MSTest Goes Native AOT #fsharp sergeytihon.com/2026/09/05/f...
sergeytihon.com
F# Weekly #36, 2026 — Fable 5.16, FsLexYacc 12, and MSTest Goes Native AOT
Welcome to F# Weekly, A roundup of F# content from this past week: Microsoft News Test what you ship: MSTest and Native AOT Stop alt-tabbing into the wrong Visual Studio – Visual Studio Blog …
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Angel Munoz @tunaxor.me · 05/09/2026
Mibo V5 has been released, this release is a mere package split, MVU users do not carry adaptive and adaptive users do not carry MVU dependencies. Release Notes at: github.com/AngelMunoz/M... #dotnet #fsharp #gamedev #monogame #raylib
github.com
Release v5.0.0 · AngelMunoz/Mibo
BREAKING This release is a package split, only *.fsproj NuGet package references need updating. Please check the migration docs, no extra code changes required: https://angelmunoz.github.io/Mibo/m...
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Angel Munoz @tunaxor.me · 04/09/2026
Today's dev log I need to figure out how to make it less chaotic in order to see it working nicely from the FPS perspective but other than that. I think I got the core mechanics I want (not sped up btw, just very late game)
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Angel Munoz @tunaxor.me · 04/09/2026
Welp, life moves on What was I doing? Ah yeah, I keep tunning on this thing. It'll take long time, but I feel very comfortable working on this particular game I think it'll be worth it in the long run
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Angel Munoz @tunaxor.me · 04/09/2026
Mixed feelings but today was my last day at work. It was a weird 5 year journey, from Angular to C# to Kotlin. My interests have changed over the years but I keep loving the trade If you're looking to hire someone familiar with Ai tools, the web and dotnet platforms let me know!
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Angel Munoz @tunaxor.me · 03/09/2026
This thing is too tempting... I guess I can deviate the rest of the week from my current game dev stuff to make this shippable... I guess I'll be joining the Three.js demos this week github.com/AngelMunoz/M... github.com/AngelMunoz/M... github.com/AngelMunoz/M... #dotnet #fsharp #fablecompiler
github.com
Mibo.Fable/demo/Main.fs at main · AngelMunoz/Mibo.Fable
Contribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub.
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Angel Munoz @tunaxor.me · 03/09/2026
I am now in the rabbit hole of running Mibo (F#) in a G# project. As usual the F# code is not friendly to consume if not designed with that in mind. Looking at you FSharpFunc, FSharpList and friends it runs just like you'd expect, after all it's a dotnet project #fsharp #gsharp #dotnet
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Angel Munoz @tunaxor.me · 02/09/2026
As mentioned here it is github.com/AngelMunoz/M... #dotnet #fsharp #webdev #fablecompiler
github.com
GitHub - AngelMunoz/Mibo.Fable
Contribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub.
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Angel Munoz @tunaxor.me · 01/09/2026
Niche #dotnet #fsharp #gsharp devs unite! We might get 24 users between the two languages!
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Angel Munoz @tunaxor.me · 01/09/2026
Looks like I got sniped into working on a #fablecompiler version of Mibo.Core (headless runner mainly) this would enable adding backends such as threejs/babylonjs/phaser and others. Run the simulation headless from your F#->JS code and let the guys that know how to paint, paint
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Angel Munoz @tunaxor.me · 01/09/2026
I was planning to record the next wave, but things went from zero to "oh god" #dotnet #monogame #fsharp
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Angel Munoz @tunaxor.me · 01/09/2026
Would I be this productive if I switched to godot/unity? I'm not sure I feel quite happy with my own stuff (maybe because its mine?) I should eventually give it a shot though (headless mibo for the simulation though 😈)
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Kenney @kenney.nl · 31/08/2026
The updated City Kit: Industrial is now available! Adds solar/wind energy, water tower and much more. These game assets are free to use in any of your projects 🏭 kenney.nl/assets/city-...
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Angel Munoz @tunaxor.me · 31/08/2026
Kind of nervous it seems to work. Hopefully live editing will be a nice experience but surely this will be a long piece of work 😅
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Angel Munoz @tunaxor.me · 31/08/2026
Before diving full into the map editor stuff (which I expect to make a userland feature) I wanted to give at least some jump in flow. As usual all you see is WIP and will indeed change #dotnet #fsharp #monogame
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Angel Munoz @tunaxor.me · 30/08/2026
I'd say "touching grass" but it's a desert 🏜️ I'm not touching a cactus that's for sure
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Angel Munoz @tunaxor.me · 30/08/2026
I've come to the conclusion now that I want to build something more complex (map editor, live edition experience in-game) That there's a point where the clanker is just unable to grasp how the code works. I guess this is where vibe-coding dies and the real dev process take on
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Sergey Tihon 🦔🦀 @sergeytihon.com · 30/08/2026
F# Weekly #35, 2026 — Fabulous 10, .NET Conf 2026 Announced, and C# 15 Preview #fsharp sergeytihon.com/2026/08/30/f...
sergeytihon.com
F# Weekly #35, 2026 — Fabulous 10, .NET Conf 2026 Announced, and C# 15 Preview
Welcome to F# Weekly, A roundup of F# content from this past week: News F# Compiler Services / Browser WASM Fantomas 8.0.0-alpha-026 – 2026-08-29 Microsoft News .NET Conf 2026 – Save the Date…
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Cory LaViska @cory.laviska.com · 28/08/2026
“There is nothing preventing a GUI from being fully keyboard-driven4 just like — or even better than — a TUI.” Correct. Both can and should be keyboard accessible. ckardaris.com/blog/2026/08...
ckardaris.com
GUIs should be fully keyboard-driven
GUI applications should be fully driven by the keyboard using shortcuts
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Unsloth AI @unsloth.ai · 28/08/2026
GLM-5.3 can now be run locally! The 2-bit model retains ~81% accuracy after we shrunk it from 1.51TB to 239GB (-83% size). Run on a 256GB Mac or RAM/VRAM setups. GLM-5.3 is the strongest open model to date. Guide: unsloth.ai/docs/models/... GGUF: huggingface.co/unsloth/GLM-...
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Sung Kim @sungkim.bsky.social · 28/08/2026
GLM-5.3 is now open-weight. Their most capable model for agentic coding and cyber defense is now available to download, run, and customize. Weights: huggingface.co/zai-org/GLM-5.3 Tech blog: z.ai/blog/glm-5.3
huggingface.co
zai-org/GLM-5.3 · Hugging Face
We’re on a journey to advance and democratize artificial intelligence through open source and open science.
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Kenney @kenney.nl · 28/08/2026
Monday's update will add windmills, tanks, solar panels, shipping containers and a water tank to City Kit: Industrial! Will still be completely free, no premium or extended options. All free.
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Angel Munoz @tunaxor.me · 27/08/2026
re-working a bit the terrain generation Adding slopes, terrain variations and stuff like that decorations, buildings and stuff like that should be coming soon as well. These additions I've been doing have been also added to the source code I've added in tangled
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Angel Munoz @tunaxor.me · 27/08/2026
My zcode usage over the last 30 days (No, I'm not trying to tokenmaxx to the contrary I try to stay slim) It has been hard to remove the deep seek flash footprint😅 I guess if I will spend any money this end of the year will be in zai anual plan. a bit expensive IMO but they deliver
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ᵀᴴᴱᴍ̴ᴇ̵ᴏ̵ᴡ̷ᴄ̶ʜ̸ᴇ̴ᴍ̶ɪ̵s̵ᴛ̶ ̵ @catpope.gay · 26/08/2026
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Unsloth AI @unsloth.ai · 26/08/2026
Qwen3.8-Flash can now be run locally! 🔥 The 125B MoE model outperforms Claude-Opus-4.6 (Max). Run on 75GB RAM via Unsloth GGUFs. Qwen3.8-Flash-Next enables CPU RAM / unified mem setups to deliver near VRAM speeds. Guide: unsloth.ai/docs/models/... GGUF: huggingface.co/unsloth/Qwen...
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Unsloth AI @unsloth.ai · 26/08/2026
GLM-5.3-Flash, also known as ox-alpha, is out now! Zai's GLM-5.3-Flash is a new 320B parameter multimodal open model with 18B active parameters. GLM-5.3-Flash approaches Claude 4.8 Opus on coding and agentic benchmarks. GGUF coming soon!
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mr. TIM @timkellogg.me · 26/08/2026
it’s official: GLM-5.3-Flash is Ox Alpha! z.ai/blog/glm-5.3...
Line graph titled "Agentic Coding Performance by Effort Level" plotting accuracy percentage against average output tokens per task for five AI models on Z.ai Code Bench v1.0:
 * Claude Fable 5: Highest performance overall, scaling from ~28.8% accuracy at 33K tokens (Low effort) to ~39.4% accuracy at 114K tokens (Max effort).
 * GLM-5.3: Second highest performance, rising sharply from ~24.6% (Low effort) to ~31.3% (High effort) near 49K tokens, peaking at ~34.5% accuracy at 74K tokens (Max effort).
 * GLM-5.3-Flash: Scales from ~21.5% accuracy at 41K tokens (Low effort) to ~29.0% accuracy at 139K tokens (Max effort).
 * Claude Opus 4.8: Scales from ~21.2% accuracy at 28K tokens (Low effort) to ~29.5% accuracy at 120K tokens (Max effort).
 * GLM-5.2: Lowest overall performance, moving from ~19.4% accuracy (Non-Thinking effort at 42K tokens) to ~23.4% accuracy at 94K tokens (Max effort).
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Angel Munoz @tunaxor.me · 26/08/2026
The character progress and skill tree system is something I really didn't want to touch but ultimately, I have to do 😔 I'm not so interested in this part so I bet this will bite me in the future. At least I'm sure I have a clear idea of what I want to do with it
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Angel Munoz @tunaxor.me · 25/08/2026
Wiring things up Placeholder character selection gui + initial build (you can see how the HP changes based on the stats selected) Those mages are still a menace though...
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Angel Munoz @tunaxor.me · 25/08/2026
If you previously hesitated to add signature files to your #fsharp projects, I'd say make your clanker (if you're using one) do it! It helps them understand the public API surface and thankfully they stop slapping private/internal everywhere inline becomes easier to grok for them (when and what)
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Vladimir Shchur @lanayx.bsky.social · 16/08/2026
Just published another article about #oxpecker #fsharp medium.com/@Lanayx/how-...
medium.com
How to fully leverage Oxpecker (or at least use IResult)?
The idea of this article was born as an extended response to the GitHub discussion, but I believe it can be useful for anyone who wants to…
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Bentok @bencope.land · 17/08/2026
Here’s a a post I did relating to #fsharp, arguing that languages with algebraic type systems capable of rich domain modeling can guard business rules in code generation with compiler enforcement in a way that also reads like natural language. blog.bencope.land/where-the-co...
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Anton Moldovan @antyadev.bsky.social · 17/08/2026
🚀 NBomber 6.6.0 is out nbomber.com/blog/2026/08... - We reworked how NBomber calculates the scenario-level stats. - We added the calculation of the data transfer throughput. - We improved HTML report with a new data transfer chart. #dotnet #loadtesting #devtools #csharp #fsharp #testing #QA
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Loïc Denuzière @tarmil.mastodon.tarmil.fr.ap.brid.gy · 21/08/2026
Bolero 0.25 is released! Finally adding support for .NET 10. fsbolero.io/blog/20260814-bolero-0-… #fsbolero #dotnet #fsharp #blazor
fsbolero.io
Bolero 0.25 released | Bolero: F# in WebAssembly
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Jordan Marr @jordanmarr.bsky.social · 23/08/2026
Serde.FS v1.0.0-beta.6 🏎️ The full serialization + RPC pipeline now runs under Native AOT / trimming: every codec is emitted statically at compile time. No reflection, zero trim warnings. Plus: DI overloads for MapRpcApi. github.com/serde-fs/Ser... #fsharp
github.com
Release v1.0.0-beta.6 · serde-fs/Serde.FS
v1.0.0-beta.6 — Full Native AOT & trimming support 🏎️ Serde.FS now runs its entire serialization + RPC pipeline without reflection — publish with PublishAot=true or PublishTrimmed=true and everythi...
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