Fast 1kB functional library for creating Finite State Machines # Robot Getting Started Why Finite State Machines With Robot you can build finite state machines in a simple and flexible way. import { createMachine, state, transition } from 'robot3'; const machine = createMachine({ inactive: state( transition('toggle', 'active') ), active: state( transition('toggle', 'inactive') ) }); export default
toggle.lucy state enabled { toggle => disabled } initial state disabled { toggle => enabled } out.js import { createMachine } from 'xstate'; export default function() { return createMachine({ initial: 'disabled', states: { enabled: { on: { toggle: 'disabled' } }, disabled: { on: { toggle: 'enabled' } } } }); } Install See the install page for detailed instructions on the various ways you can use L
Creating shaders has always been an advanced step for most developers, many game developers have never created GLSL code from scratch. The shader graph solution adopted today by the industry has allowed developers more focused on dynamics to create the necessary graphic effects to meet the demands of their projects. The aim of the project is to create an easy-to-use, environment for shader creatio
A familiar theme for me is dismissing an idea as being too much work and then later finding myself doing it anyway. That’s what happened here. A little while ago I created a block script in JavaScript, thinking that cursive would be too complex. But here I am, two months later, ready to talk about the cursive handwriting I’ve created. There is perhaps a lesson in that but let’s not dwell on it. Bl
PART 1: TypeScript Mapped Type Magic Ahoy there TypeScript warriors! 👋 Today we're extending our work in the TypeScript mapped types article to provide branding. The previous article discussed how to use TypeScript mapped types in a nominal rather than structural nature. type A = { x: number } type B = { x: number }This is a fancy way of saying TypeScript is structural by default, i.e. it will se
The last couple of months, I've been hacking on Strudel, which is a live coding environment that brings the ideas of Tidal Cycles to the browser: In this post, I want to write about how it all started, and describe the general features of strudel from a technical point of view. Table of Contents How it started About the REPL About Patterns Pattern factories sequence stack more Pattern modifiers fa
Welcome to the Strudel documentation pages! You’ve come to the right place if you want to learn how to make music with code. What is Strudel? With Strudel, you can expressively write dynamic music pieces. It is an official port of the Tidal Cycles pattern language to JavaScript. You don’t need to know JavaScript or Tidal Cycles to make music with Strudel. This interactive tutorial will guide you t
Strudel is a music live coding environment for the browser, porting the TidalCycles pattern language to JavaScript.
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