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zach

@zach

Joined May 31st, 2026

  • 0Devlogs
  • 1Projects
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Founder of Hack Club! @zrl on Slack
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what a cool project!

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4h 56m 36s logged

Nothing is working


I’m trying out on making the fake injury option, and it is not working as intended. It’s supposed to have a rhythm based minigame, sort of like friday night funkin even though i’ve never played that before, but it clearly isn’t working.

\

All the icons are sideways, there are too much notes, and for the longest time none of them would scale correctly because I forgot to assign the new scale to the scale property.

\

Markdown, again


Okay I think I got it this time. If I just leave the backslashes alone…

what a cool project!

Replying to @zach

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this is such a cool project, ivy is making a programming language from scratch!

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2h 45m 9s logged

Devlog: Building Flower’s String Type Foundation

The core goal was to make this work in a meaningful, compiler-owned way:

name: string = "Ivy" as string
raw: @char = name as @char
other: string = raw as string

if name == other:
    print("same\n")
end

print(name.length)

That meant Flower needed more than a typedef in generated C. It needed actual type rules, actual lowering rules, and I needed enough hairs on my head to not be bald after the amount of scares that occurred.

What changed

The first step was giving string real compiler support without going too far too fast.

I added support for:

  • explicit casts between string and @char
  • string equality / inequality
  • string.length
  • runtime helpers in generated C for:
    • flower_string_from_cstr(...)
    • flower_string_eq(...)
    • flower_print_string(...)

That gave Flower a usable string foundation while still keeping literals conservative for self-hosting. Right now, string literals are not fully “native string values everywhere” yet; the compiler still uses explicit casts like "Ivy" as string as the safe bridge.

The reason for this “safe bridge” is because when I got too ambitious, the compiler would break since everywhere @char was used with a string literal it’d break due to no implicity being allowed.

I had to comment out the following new changes and keep the legacy support so it’d compile:

else if ast.kind == AST_STRING_LIT:
        // fprintf(out, "flowe_string_from_cst(")
        // fprintf(out, "%.*s", ast.data._string.str_length, src + ast.data._string.str_start)
        // fprintf(out, ")")
        // LEGACY CODE HERE

and

else if expr.kind == AST_STRING_LIT:
        // set_plain_type(out, TOKEN_STRING)
        // LEGACY CODE HERE
        return 1 

The part that broke

The most annoying issue was not string equality or .length. It was print.

Originally, non-string print(...) was basically lowered like this:

printf(expr);

That only works when expr is already a C format string. So something like:

print(name.length)

generated invalid C:

printf(name.length);

The fix was to make print(...) type-aware. Typecheck now records the operand type, and codegen lowers print differently for string, @char, char, floats/doubles, and integer-like values.

That sounds small, but it matters a lot: once string became real, print could no longer get away with pretending every printable value was already a C string.

An Unsolved Bootstrap Mystery

Somehow Flower’s bootstrap process was breaking, and it will probably break again. Despite the bootstrap requiring it to compile itself, somehow afterwords the binary could become corrupted.

l-2: ~/Documents/GitHub/FloC % make bootstrap
=== Building new version ===
Compiled ./bin/Flower_new.c → ./bin/Flower_new
=== Testing new compiler ===
Compiled ./bin/Flower_test.c → ./bin/Flower_test
Verified bootstrap build complete

l-2: ~/Documents/GitHub/FloC % make bootstrap
=== Building new version ===

Luckily, I always make sure to keep a backup Flower bin stored under /bin/Flower_backup so I used that to compile the new binary and then it worked.

Where this leaves v1.3

What still remains is the bigger ergonomic question: how fully native string literals should behave, and how to migrate the compiler’s own source to that world without setting bootstrap on fire again. I’m not sure yet how I want to approach this question, or what the goals for it should even be, but I guess I’ll have to find out soon enough!

That is the next fight. But at least now, it is a fight on solid ground.

this is such a cool project, ivy is making a programming language from scratch!

Replying to @zach

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this is SUCH a cool personal website. great job @supercoolcodinggirl!

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3h 33m 46s logged

FINISHED MI MASTERPIECE

it is currently 3am and i stayed up finishing this. the style change quite a bit from the original design. however, the organization changed completely. i decided to keep the website as one whole page and to only focus on who i am and my projects. i added my music in there too, since i learned from my friend how to play around with spotify features on websites.

im very proud of this project and it def is a unique take on a website for me. now im going to go to sleep.

this is SUCH a cool personal website. great job @supercoolcodinggirl!

Replying to @zach

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Reposted by @zach

4h 2m 40s logged

Bayleef devlog 2

pretty excited for this one, as I have implemented a fully offline pokedex for my app!

Since the last devlog, things have moved very quickly and I have implemented a large amount of things.

  • green added
  • A fully working offline pokedex using a SQLite database generated with python scripts
  • More fleshed out screen system, menus, and theme system
  • A better README
  • Entralinked support, with a modified .jar and planned hotspot support coming soon

TODO:

  • Implement PKHex (won’t be using PKHex core because i don’t know a lick of C#)
  • Flesh out the software to work specifically on a Pi

Things went pretty smooth since the last devlog, a lot of work was able to get done (regrettably with AI, but whatever gets me to the stuff i’m actually good at faster…)

After that, it’s the cool hardware stuff! I hope next devlog is a breadboard and not more coding and boring software…

Bayleef devlog 2

pretty excited for this one, as I have implemented a fully offline pokedex for my app!

Since the last devlog, things have moved very quickly and I have implemented a large amount of things.

  • green added
  • A fully working offline pokedex using a SQLite database generated with python scripts
  • More fleshed out screen system, menus, and theme system
  • A better README
  • Entralinked support, with a modified .jar and planned hotspot support coming soon

TODO:

  • Implement PKHex (won’t be using PKHex core because i don’t know a lick of C#)
  • Flesh out the software to work specifically on a Pi

Things went pretty smooth since the last devlog, a lot of work was able to get done (regrettably with AI, but whatever gets me to the stuff i’m actually good at faster…)

After that, it’s the cool hardware stuff! I hope next devlog is a breadboard and not more coding and boring software…

Replying to @skunk

2
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40m logged

the biomes are pretty much done, however i still got work to do regarding the biome simulation since what should be the poles is currently not ice biome but tundra in my generator (:

the biomes are pretty much done, however i still got work to do regarding the biome simulation since what should be the poles is currently not ice biome but tundra in my generator (:

Replying to @boredvoid

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2h 45m 22s logged

I worked a LOT today! Ran into a few issues with not committing my models so I lost good ones :( But I eventually thought to do a second round of training on real images not just synthetic data and that made the model a LOT better. Still room for improvement like full color, more data, longer training, etc. But the model is getting really good and I will build a web UI soon!

I worked a LOT today! Ran into a few issues with not committing my models so I lost good ones :( But I eventually thought to do a second round of training on real images not just synthetic data and that made the model a LOT better. Still room for improvement like full color, more data, longer training, etc. But the model is getting really good and I will build a web UI soon!

Replying to @eli

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this might be one of the coolest projects i’ve ever seen

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3h 25m 12s logged

I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.

this might be one of the coolest projects i’ve ever seen

Replying to @zach

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i love how abigail is learning game dev in stardance

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1h 16m logged

So far for the game I have added a title screen (start and quit) and high score system. I believe I am done for now with all of the basic mechanics. My goal now is to work on the look of the game (Character, platforms, title screen, etc)

i love how abigail is learning game dev in stardance

Replying to @zach

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this is such a cool project and such a great example of awesome things in stardance

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3h 33m logged

Devlog 2-
Hi again! Mae here! I realized this project cant continue if i cant get inputs and outputs from KSP, so i went ahead and spent about an hour and a half setting up all of the basic configs to get Kerbal Simpit to run. Below is a video of one of the basic test programs running on my arduino uno, receving altitude data from the game. It works! (it only took me till 1 am…)
.
PS: I’ve made some progress on the controller layout too, but its not in enough of a finished state to show it

this is such a cool project and such a great example of awesome things in stardance

Replying to @zach

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22m 43s logged

Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure!
Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets.
Or at least, that’s the hope!

Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)

Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure!
Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets.
Or at least, that’s the hope!

Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)

Replying to @averyocean65

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woah

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6h 21m 44s logged

I’ve started work on the 3d engine for the game I’ll be making. For the first day, I’ve implemented cascaded shadow maps where there are multiple shadow maps taken at different distances to create a hierarchy of resolution. And I’ve also implemented blinn phong shading. I plan to change this to a PBR pipeline later down the road.

woah

Replying to @zach

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