I previously ported the Ink engine to Java and Rust, but not the compiler. With recent AI advances, I tried and ported the compiler to Java in ~5 hours. Thanks to @inkleStudios for creating the Ink language!
https://t.co/EgjyuEDCWo
This is the first prototype of the Adventurograph, a platform for creating/playing interactive stories based on ESP32, Rust and the Ink language.
Do you see any business opportunity here?
@_Jotavi_@TheGoOse No, mi motor es para dispositivos modernos: win, linux, mac, android, ios y nintendo switch. Por cierto, un proyecto muy chulo @TheGoOse !
Bladecoder Adventure Engine v4.3.0 released with support to group several fonts like one. This is pretty useful for supporting Chinesse and many other logographic languages in the same build.
https://t.co/E0o0vgLEco
@joethephish@inkleStudios Obviously, in the Rust port, I changed some things to do it in the Rust way. I didn't make any performance test but I think that the Rust port has to be faster and more portable hence C# is available in fewer platforms.
I've been working on a Rust port of the @inkleStudios Ink runtime, and I wanted to announce that it's now completed! Blade Ink implements 100% of the language. Check it at https://t.co/bas26SqTQ1 and also on https://t.co/gnVYxn7RGQ for use as a dependency in your Rust projects.
@joethephish@inkleStudios Yes, it is based in the C# reference implementation, some years ago I ported the Ink engine to Java using the same strategy and it probed to work pretty well to keep aligned with all new features that has been added over time.
Over the past year the progress of Robert Robie and the Idols of Jade has not been as fast as I had planned. The scope and complexity of the game has been growing as the time I have been able to devote to its development has been dwindling.
At the beginning of last year I started a new full-time job that leaves me little time to move forward. I estimate that the development has at least another year to go with the time I can dedicate to it.