Kiuhrly's comments

Kiuhrly | 2 years ago | on: “Make” as a static site generator (2022)

Wow, this is almost exactly what I was planning to do for my site. For another small project, I wrote a tiny shell script as a makeshift "bundler" (just embeds the CSS and JS inside the HTML) with the goal of also being able to serve the unbuilt files locally:

    sed \
    -e '/[/][/]script/r index.js' -e '/[/][/]script/d' \
    -e '/    <script defer src="[.][/]index[.]js"><[/]script>/d' \
    -e '/[/][*]style[*][/]/r styles.css' -e '/[/][*]style[*][/]/d' \
    -e '/    <link rel="stylesheet" href="styles[.]css">/d' \
    index.html
The HTML contains something like this:

    <link rel="stylesheet" href="styles.css">
    <style>
    /*style*/
    </style>
and the script just deletes the <link> tag and replaces the /style/ comment with the contents of styles.css. Definitely not my finest work but it worked well enough.

Kiuhrly | 2 years ago | on: WASM: Big deal or little deal?

Another point I haven't seen mentioned much: WASM (in theory, and not including some modern extensions) has perfect, cross-platform, cross-architecture determinism. It's niche but I think it's very interesting.

For example, I've toyed with the idea of creating a game which runs its logic/simulation entirely in WASM with the only input being the controller/keyboard inputs. That way you can create perfectly reproducable replays which could be used for racing games or timed platform games similar to Mario Maker. Then your leaderboard of best times can be properly verified (not accounting for manufactured/edited replays similar to TASs, Tool Assisted Speedruns). You could take it a step further and include previous versions of the game simulation WASM to get backwards replay compatibility, which is also uncommon in games.

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