Reposted by Angel MunozJovi 🐨 @jovidecroock.com · 30/09/2026Preact 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. 512427
Angel Munoz @tunaxor.me · 01/10/2026I 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. 000
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
Reposted by Angel MunozDaniel Saewitz @saewitz.com · 26/09/2026you think AI is getting better but then it writes this crap 4231
Reposted by Angel MunozJordan Marr @jordanmarr.bsky.social · 26/09/2026Fable.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... #fsharpgithub.comGitHub - 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 062
Reposted by Angel MunozVladimir Shchur @lanayx.bsky.social · 27/09/2026New #oxpecker beta release! #fsharp medium.com/@Lanayx/oxpe...medium.comOxpecker 3As you might have guessed from the title, a new major version of Oxpecker has just landed, which means Oxpecker is still alive and… 1132
Reposted by Angel MunozSergey Tihon 🦔🦀 @sergeytihon.com · 27/09/2026F# Weekly #39, 2026 - Oxpecker 3 #fsharp sergeytihon.com/2026/09/27/f...sergeytihon.comF# Weekly #39, 2026 – Oxpecker 3Welcome 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… 0144
Angel Munoz @tunaxor.me · 25/09/2026it 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 100
Angel Munoz @tunaxor.me · 25/09/2026I 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 { ... } } } 130
Reposted by Angel MunozGuy Buss @eluciusftw.bsky.social · 18/09/2026We 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.comSpectreCoff/CHANGELOG.md at main · EluciusFTW/SpectreCoffA thin, opinionated wrapper around Spectre.Console in F#. - EluciusFTW/SpectreCoff 183
Reposted by Angel MunozMaxime @mangelmaxime.bsky.social · 17/09/2026Introducing 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/ #fsharpfable-hub.github.ioFable.RippleFocused F# libraries for building reactive Fable applications 1185
Angel Munoz @tunaxor.me · 16/09/2026I 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 🫠 010
Angel Munoz @tunaxor.me · 16/09/2026i.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) 100
Angel Munoz @tunaxor.me · 16/09/2026I 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 100
Reposted by Angel MunozSergey Tihon 🦔🦀 @sergeytihon.com · 12/09/2026F# Weekly #37, 2026 — F# 11 RC1 and Fantomas 8 Beta Land #fsharp sergeytihon.com/2026/09/12/f...sergeytihon.comF# Weekly #37, 2026 — F# 11 RC1 and Fantomas 8 Beta LandWelcome 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… 0196
Angel Munoz @tunaxor.me · 11/09/2026I'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 000
Reposted by Angel Munozsimoncropp.bsky.social @simoncropp.bsky.social · 10/09/2026Polyfill now supports using c#15 Closed hierarchies on older runtimes github.com/SimonCropp/P... #dotnet 151
Reposted by Angel MunozAlvin Ashcraft @alvinashcraft.com · 08/09/2026Worse is better: C# versus F# by Mark Seemann buff.ly/nHXl52F #dotnet #csharp #fsharp #programming #functionalprogrammingblog.ploeh.dkWorse is better: C# versus F#C# is a great programming language, but F# is better. 2168
Angel Munoz @tunaxor.me · 09/09/2026The repo itself contains the player in the samples directory in case you want to take a look Repo: github.com/AngelMunoz/F...github.comGitHub - AngelMunoz/FunGooContribute to AngelMunoz/FunGoo development by creating an account on GitHub. 000
Angel Munoz @tunaxor.me · 09/09/2026Goo Framework: github.com/obselate/googithub.comGitHub - 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 100
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
Reposted by Angel MunozMaxime @mangelmaxime.bsky.social · 03/09/2026Fable 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 192
Reposted by Angel MunozMaxime @mangelmaxime.bsky.social · 04/09/2026Nacara 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 0111
Reposted by Angel MunozSergey Tihon 🦔🦀 @sergeytihon.com · 05/09/2026F# Weekly #36, 2026 — Fable 5.16, FsLexYacc 12, and MSTest Goes Native AOT #fsharp sergeytihon.com/2026/09/05/f...sergeytihon.comF# Weekly #36, 2026 — Fable 5.16, FsLexYacc 12, and MSTest Goes Native AOTWelcome 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 … 063
Angel Munoz @tunaxor.me · 05/09/2026Mibo 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 #raylibgithub.comRelease v5.0.0 · AngelMunoz/MiboBREAKING 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... 0131
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 · 04/09/2026Mixed 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! 020
Angel Munoz @tunaxor.me · 03/09/2026What 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 60hzgithub.comMibo.Fable/demo/Main.fs at main · AngelMunoz/Mibo.FableContribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub. 000
Angel Munoz @tunaxor.me · 03/09/2026This 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 #fablecompilergithub.comMibo.Fable/demo/Main.fs at main · AngelMunoz/Mibo.FableContribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub. 140
Angel Munoz @tunaxor.me · 03/09/2026Curious 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 100
Angel Munoz @tunaxor.me · 03/09/2026Ah 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 000
Angel Munoz @tunaxor.me · 03/09/2026Sample Code: github.com/AngelMunoz/M...github.comMibo.Samples/PlatformerGs at 33ac725b7611e238e1a8e9d5d8d88a3c718c83a0 · AngelMunoz/Mibo.SamplesContribute to AngelMunoz/Mibo.Samples development by creating an account on GitHub. 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 · 02/09/2026By 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 100
Angel Munoz @tunaxor.me · 02/09/2026The 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) 100
Angel Munoz @tunaxor.me · 02/09/2026This 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/KimoA trickster online inspired wannabe RPG 100
Angel Munoz @tunaxor.me · 02/09/2026So, 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 100
Angel Munoz @tunaxor.me · 02/09/2026I 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. 100
Angel Munoz @tunaxor.me · 02/09/2026Mainly 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... 110
Angel Munoz @tunaxor.me · 02/09/2026Sample using headless runners with both MVU and adaptive code to render the example above in plain canvas github.com/AngelMunoz/M...github.comMibo.Fable/demo/Main.fs at main · AngelMunoz/Mibo.FableContribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub. 000
Angel Munoz @tunaxor.me · 02/09/2026As mentioned here it is github.com/AngelMunoz/M... #dotnet #fsharp #webdev #fablecompilergithub.comGitHub - AngelMunoz/Mibo.FableContribute to AngelMunoz/Mibo.Fable development by creating an account on GitHub. 160
Angel Munoz @tunaxor.me · 01/09/2026Sample code: github.com/AngelMunoz/G...github.comGitHub - AngelMunoz/GopiContribute to AngelMunoz/Gopi development by creating an account on GitHub. 100
Angel Munoz @tunaxor.me · 01/09/2026Project in question: github.com/obselate/goo G# GUI Framework working nicely from F#github.comGitHub - 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 110
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 · 01/09/2026Would 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 😈) 100