Angel Munoz @tunaxor.me · 01/10/2026No more manual coordinate, and cell position passing. From the existing layout APIs. That being said, you can still do "pixel perfect" control within a stamp For comparison: - previous post full "auto" layout - full manual control - new + manual control 100
Angel Munoz @tunaxor.me · 01/10/2026Oh well... Next Mibo release is going to jump to 6.0 It is going to re-work the way the Grids for map generation work. This time this goes more web'ish style. Inspired by semantic html and css grid. it should be easier to hand author maps #dotnet #fsharp #mibo 141
Angel Munoz @tunaxor.me · 09/09/2026New 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 220
Angel Munoz @tunaxor.me · 04/09/2026Today'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) 010
Angel Munoz @tunaxor.me · 04/09/2026Welp, 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 000
Angel Munoz @tunaxor.me · 03/09/2026I 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 100
Angel Munoz @tunaxor.me · 01/09/2026Niche #dotnet #fsharp #gsharp devs unite! We might get 24 users between the two languages! 172
Angel Munoz @tunaxor.me · 01/09/2026Looks 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 000
Angel Munoz @tunaxor.me · 01/09/2026I was planning to record the next wave, but things went from zero to "oh god" #dotnet #monogame #fsharp 151
Angel Munoz @tunaxor.me · 31/08/2026Kind of nervous it seems to work. Hopefully live editing will be a nice experience but surely this will be a long piece of work 😅 000
Angel Munoz @tunaxor.me · 31/08/2026Before 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 141
Angel Munoz @tunaxor.me · 30/08/2026I'd say "touching grass" but it's a desert 🏜️ I'm not touching a cactus that's for sure 120
Angel Munoz @tunaxor.me · 27/08/2026re-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 010
Angel Munoz @tunaxor.me · 27/08/2026My 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 000
Angel Munoz @tunaxor.me · 25/08/2026Wiring 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... 000
Angel Munoz @tunaxor.me · 25/08/2026Finally going to start working on character selection, progression and all that stuff Not wired up yet though😅! 000
Angel Munoz @tunaxor.me · 23/08/2026Speaking of which, the mage bots are a menace (for the HP I carry) 😅 101
Angel Munoz @tunaxor.me · 22/08/2026Welp, it's a wrap. Worst case scenario, based on the world config I could pick a better serialization strategy 010
Angel Munoz @tunaxor.me · 22/08/2026Preliminary conclusions, MVU was slightly better in some areas but had a hard cap because removing machinery would mean depart even more from the MVU side of things (which at that perf goal you were already doing mutations over model rather than traditional record copy and update) 110
Angel Munoz @tunaxor.me · 21/08/2026My wife is the creative brains to be honest I wouldn't have come up this on my own. The turrets not working? "Fine I'll do it myself" 010
Angel Munoz @tunaxor.me · 19/08/2026Ugh Finally back to the RPG thingy Moving to the adaptive architecture has been a mechanical pain due the size of the existing systems I had however! I am now at a point where I will be able to start working on projections and trim down the simulation work down 131
Angel Munoz @tunaxor.me · 16/08/2026Mibo Framework 4.3.0 is out! This contains general fixes and improvements it also brings "signals" to game dev programming for heavy simulation and derived data games (e.g. RPGs, TDs) #dotnet #fsharp #monogame #raylib 141
Angel Munoz @tunaxor.me · 15/08/2026I added some changes so the general balancing of the game goes somewhat like this linear at the first few stages, you get the change to build your stuff, at the middle of the game (around wave 15~18) enemies get tougher, if you made bad choices then it will feel here. 100
Angel Munoz @tunaxor.me · 15/08/2026If that stress test above is not enough, the numbers are clear 000
Angel Munoz @tunaxor.me · 15/08/2026Ahh yeah. I'm not sure why do I need more convincing Adaptive Data is clearly not a bottleneck when working on a video game. I guess next week will be the release with docs, templates and other stuff as well 110
Angel Munoz @tunaxor.me · 15/08/2026Now this is relatively better 😋 #dotnet #fsharp #monogame #gamedev 0102
Angel Munoz @tunaxor.me · 14/08/2026Except for stuff that really warrants higher perf like particles which resorts to pooled particles which would gain nothing from being in adaptive state healths, positions, debuffs, level up bonuses... all adaptive state! 100
Angel Munoz @tunaxor.me · 14/08/2026Visuals are not my thing, forgive me for the bad looks but I'm just happy that one can use FRP and not worry about performance that much. If you come from the web-dev side of development This code uses "signals" rather than imperative code #dotnet #fsharp #monogame 130
Angel Munoz @tunaxor.me · 14/08/2026Double sweet. It's on, time to document this thing and make it ready for prime time. MVU, SPUF both are going to be supported by Mibo 😁 My Hypothesis was right, Adaptive code would be far less impactful than whatever you're drawing in your games. 100
Angel Munoz @tunaxor.me · 13/08/2026font looks horrible but I have been having so much fun with this 😅 I think the initial bits from the framework are in place for my lamely coined SPUF (State, Projection, Update, Force) I'll see If I can get some 3D working tomorrow that will serve as a better test 000
Angel Munoz @tunaxor.me · 13/08/2026Looks promising, MAI-Code-1.1-Flash says adaptive stuff is not really something even worth lookin' at according to the profiler session I still prefer trace analysis from DSV4F or K3 but, consistent with my findings and experiments 000
Angel Munoz @tunaxor.me · 09/08/2026I'm kind of happy with this... each entity position (tanks, planes, missiles) is inside an changeable map, health, resistances, levels, trajectories and other stuff are adaptive projections #dotnet #fsharp #raylib 100
Angel Munoz @tunaxor.me · 08/08/2026The AdaptiveSlop repo I worked on recently (FSharp.Data.Adaptive but with caveats) seems to have been partially successful for me. After Mibo 4.0.0, I want to focus a little bit more on being able to use Adaptive Data on Games. 110
Angel Munoz @tunaxor.me · 07/08/2026This release also brings out 3D skinned instancing rendering, Per-Camera light rendering, group based instanced rendering for terrain And more general perf improvements (less allocations) 110
Angel Munoz @tunaxor.me · 07/08/2026Mibo 4.0.0 is out! This release brings massing perf improvements in the default PBR Pipeline for 3D rendering making it GPU bound for both #raylib and #monogame backends. #dotnet #fsharp #gamedev 181
Angel Munoz @tunaxor.me · 07/08/2026One Adaptive data detour later... I know it doesn't look like much progress but believe me it is. Two "room" simultaneous simulations running off thread 30hz each posting data snapshots per tick to the renderer process. This is the backbone for networking some day #dotnet #fsharp #monogame 131
Angel Munoz @tunaxor.me · 03/08/2026Instancing for terrain and animation is in at last, bone attachment and playtesting perf improvements coming to Mibo 4.0.0 soon'ish I should touch grass more on the weekends though #dotnet #fsharp #monogame #gamedev 0133
Angel Munoz @tunaxor.me · 31/07/2026And I thought I was using culled instancing for the terrain; turns out I was not! I still have that instancing work on the shelf waiting but all in all, it was quite interesting to the clanker go on and profile the app for me, bring data and optimize based on that. 000
Angel Munoz @tunaxor.me · 30/07/2026Not a lot today, but progress is progress, need to wire up data. The GUI are Myra components aaand I still need to wire up actual data to them 000
Angel Munoz @tunaxor.me · 29/07/2026The older one was kind of lost, to be fair I hadn't ask him to give it a shot until this time 000
Angel Munoz @tunaxor.me · 29/07/2026Multi-room, AI decision trees, skills in place It's finally coming all together 😅. I almost close the gap with my original prototype Test plays with my wife and two sons. #dotnet #fsharp #monogame #gamedev 1132
Angel Munoz @tunaxor.me · 28/07/2026I released Mibo 4.0.0-beta-001 (rather than 3.3.0) Because it has behavioral breaking changes (code should not break) We have now lights and shadows per-camera rather than a frame-based collection. This allows for "multi-room" setups #dotnet #fsharp #monogame 100
Angel Munoz @tunaxor.me · 26/07/2026For reference this is how Kipo used to look like when I stopped working on it 000
Angel Munoz @tunaxor.me · 26/07/2026Speaking of low-quality clanker games Added a simple skybox, a water shader And finally, particles, I finally added some of the original Kipo's skills they're not tuned to look visually good but they're there. Moving onto the spawning system and AI decision trees #monogame #dotnet #fsharp 142
Angel Munoz @tunaxor.me · 24/07/2026While my Kimi sub is on cooldown I went back Mibo to add per-group instancing shader application. Still working on some details but this will allow for rendering terrain with instanced techniques yet allowing water, lava, etc. models to use a particular shader of their liking #fsharp #dotnet 130