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Angel Munoz

@tunaxor.me
1.3K followers 464 following 854 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
Oleksii Holub 🇺🇦 @tyrrrz.me · 23h
This is Snek github.com/Tyrrrz/Snek
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Jovi 🐨 @jovidecroock.com · 30/09/2026
Preact 11 is out 🎉 We’ve been hard at work at making our diffing use modern features like moveBefore , leveraging ESM for tree-shaking Preact Compat and ensuring you have a great experience with resumed hydration.
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Angel Munoz @tunaxor.me · 01/10/2026
I bet agents would be able to write maps easier too after all they have ton of web-related things in their training. That being said I think existing code should not break however I'd like to play it safe for good measure.
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Angel Munoz @tunaxor.me · 01/10/2026
No 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
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Angel Munoz @tunaxor.me · 01/10/2026
Oh 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
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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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Reposted by Angel Munoz
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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Reposted by Angel Munoz
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
it is one of those things that could be so useful for "live reload" and codegen but it can be so distracting and time consuming, how can I balance that? questions that come to my mind while I am posting my resume to tons of AI driven filters
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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 can't really pinpoint yet what I *exactly* need but I know a general idea where I can start picking up things that are common theme and somehow prepare the grounds for something shared and directed to the style of games I want to build. But every prompting session just ends up in frustration 🫠
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Angel Munoz @tunaxor.me · 16/09/2026
i.e. campaign editor, in-game WYSWYG editor, which are vastly necessary for my goals and objectives but once again, LLMs are just good for restating what there is, design is not their thing and there's so much noise in my head (background processing IMO)
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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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Reposted by Angel Munoz
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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Angel Munoz @tunaxor.me · 11/09/2026
I'm just poking at the G# space, it seems to have relative easier interop at the dotnet platform level than some C# code, the idioms of the language seem to fit F# in some areas. Hopefully it also helps the G# folks have better visibility as well. And it's just another area where F# can work
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Reposted by Angel Munoz
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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Reposted by Angel Munoz
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
The repo itself contains the player in the samples directory in case you want to take a look Repo: github.com/AngelMunoz/F...
github.com
GitHub - AngelMunoz/FunGoo
Contribute to AngelMunoz/FunGoo development by creating an account on GitHub.
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Angel Munoz @tunaxor.me · 09/09/2026
Goo Framework: github.com/obselate/goo
github.com
GitHub - obselate/goo: A retained desktop UI framework for G#, rendered directly with Vulkan.
A retained desktop UI framework for G#, rendered directly with Vulkan. - obselate/goo
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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
What I like from this is the headless runners can run in a worker (and leverage offscreen canvas as well) to avoid hammering main thread, simulation at 30hz and the drawing can still go at 60hz
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
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
Curious of that 2.5 in that second category, did it hint at why was that the case? some of the others I understand but that catches me off-guard
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Angel Munoz @tunaxor.me · 03/09/2026
Ah yes since both adaptive and mvu are part of the "core" experience I guess I'll need to split packages and think how to keep core truly agnostic sorry about that
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Angel Munoz @tunaxor.me · 03/09/2026
Sample Code: github.com/AngelMunoz/M...
github.com
Mibo.Samples/PlatformerGs at 33ac725b7611e238e1a8e9d5d8d88a3c718c83a0 · AngelMunoz/Mibo.Samples
Contribute to AngelMunoz/Mibo.Samples 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
By the way feel free to give Mibo a look (AngelMunoz/Mibo) and any feedback is welcome it is stable'ish now. No real major changes are expected and I just go fixing bugs along the way I've been finding them
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Angel Munoz @tunaxor.me · 02/09/2026
The world itself runs headless so it's not tied to a particular backend, if I use agnostic types (System Numerics instead of XNA) I could use that same for raylib or even networking (the eventual goal)
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Angel Munoz @tunaxor.me · 02/09/2026
This particular codebase has more nuances than I would like for the example but if you check the "World" module which is the simulation, you'll have an idea were kimo helps and where is just plain good'ol F# tangled.org/tunaxor.me/K...
tangled.org
/Kimo/Kimo/World at main · tunaxor.me/Kimo
A trickster online inspired wannabe RPG
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Angel Munoz @tunaxor.me · 02/09/2026
So, the codebase is at least a coherent'ish set of subsystems as modules it's easier to follow for me. the rest is just classic app/game logic
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Angel Munoz @tunaxor.me · 02/09/2026
I figured out that it could be organized for more general cases and that's how mibo was born. More than helping *me* it helps my agents to not derail too much into whatever their training data has.
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Angel Munoz @tunaxor.me · 02/09/2026
Mainly MonoGame, I Created Mibo in order to enforce more-less the shape of the code I wanted to have. Plain monogame/raylib is too "free" and I lose track easily so fitting myself into "mvu"ish and Systems as modules helped me quite a lot also...
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Angel Munoz @tunaxor.me · 02/09/2026
Sample using headless runners with both MVU and adaptive code to render the example above in plain canvas github.com/AngelMunoz/M...
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 · 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
Sample code: github.com/AngelMunoz/G...
github.com
GitHub - AngelMunoz/Gopi
Contribute to AngelMunoz/Gopi development by creating an account on GitHub.
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Angel Munoz @tunaxor.me · 01/09/2026
Project in question: github.com/obselate/goo G# GUI Framework working nicely from F#
github.com
GitHub - obselate/goo: A retained desktop UI framework for G#, rendered directly with Vulkan.
A retained desktop UI framework for G#, rendered directly with Vulkan. - obselate/goo
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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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