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    <title>DEV Community: DevKiD</title>
    <description>The latest articles on DEV Community by DevKiD (@devkid_).</description>
    <link>https://dev.to/devkid_</link>
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      <title>DEV Community: DevKiD</title>
      <link>https://dev.to/devkid_</link>
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      <title>DevLog 1: 10/15/2024 Desguon Room</title>
      <dc:creator>DevKiD</dc:creator>
      <pubDate>Tue, 15 Oct 2024 08:11:06 +0000</pubDate>
      <link>https://dev.to/devkid_/devlog-1-10152024-desguon-room-1ai5</link>
      <guid>https://dev.to/devkid_/devlog-1-10152024-desguon-room-1ai5</guid>
      <description>&lt;p&gt;Hello there!&lt;/p&gt;

&lt;p&gt;I took a break from dev.to. I had a lot of different things to do. The weeks I spend organizing my life are hard and heavy. It was full of things. But now I saw something new and amazing. It’s Unity 6. It’s been a long time since I left the game development industry. Unreal Engine 4 or Unity 2019, both are too difficult to use or it took too long to create a project. The C++ and C# languages ​​that I know are easy to implement in this project. But every time I started a project, my motivation and hopes were gone, my goal of creating a new game was gone.&lt;/p&gt;

&lt;p&gt;But with time everything will change. With Unity 6 I created a simple virtual camera for meetings and it made me re-program my Desguon Room project and start again. My hopes for this are high.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;So I will start with the main part of the DevLog.&lt;/strong&gt;&lt;br&gt;
The project idea is to create a level editor/builder that will allow you to create your own escape rooms with Dunguon. There will also be a platformer mode, but that will come later. I will make the first and most important part: the escape rooms and Dunguon. When the editor is ready, I will create a mod loader that will allow embedding sprites, code and more. I also want to create a story mode.&lt;br&gt;
In this game there should be worlds, levels and more, that’s why I need people to participate. I need a pixel artist, programmer and musician (although I am a musician). It you want to participate or collaborate send me a e-mail to &lt;a href="mailto:duynamschlitzbusiness@gmail.com"&gt;duynamschlitzbusiness@gmail.com&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Thank you for reading this post.&lt;/p&gt;

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      <category>devlog</category>
      <category>development</category>
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    <item>
      <title>ASSEMBLY is the BEST</title>
      <dc:creator>DevKiD</dc:creator>
      <pubDate>Tue, 21 Nov 2023 05:36:23 +0000</pubDate>
      <link>https://dev.to/devkid_/assembly-is-the-best-4jdj</link>
      <guid>https://dev.to/devkid_/assembly-is-the-best-4jdj</guid>
      <description>&lt;h2&gt;
  
  
  ASM our language in which we communicate
&lt;/h2&gt;

&lt;p&gt;We all know what &lt;strong&gt;ASM&lt;/strong&gt; is. &lt;em&gt;Am i right?&lt;/em&gt; The code goes through a compiler which becomes an abstract structure etc. I looked at compilers, hybrids and interpreters. What I found? It is very hard to understand. Why people like me want to develop a compiler? &lt;strong&gt;BECAUSE&lt;/strong&gt;, I'm currently developing on a compiler. I don't think that make any sense. But the journey doesn't end here. &lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Why is ASM the best programming language?&lt;/strong&gt; (&lt;em&gt;Meant ironically&lt;/em&gt;)
&lt;/h2&gt;

&lt;p&gt;Everything that is controlled: keyboard, mouse, computer, etc. is written in ASM. Therefore, compilers have to rewrite the code. You can say that the compiler is simply a translator.&lt;/p&gt;

&lt;p&gt;Let's see what really happens:&lt;br&gt;
Our code:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;let x = 1 + 2;
let y = 8;
let z = x + y + 2;
exit(z);
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The code in ASM (NASM):&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;global _start
_start:
    mov rax, 1
    push rax
    mov rax, 2
    push rax
    ; Add
    pop rax
    pop rbx
    add rax, rbx
    push rax
    mov rax, 8
    push rax
    ; Call var: x
    push QWORD [rsp + 8]
    ; Call var: y
    push QWORD [rsp + 8]
    mov rax, 2
    push rax
    ; Add
    pop rax
    pop rbx
    add rax, rbx
    push rax
    ; Add
    pop rax
    pop rbx
    add rax, rbx
    push rax
    ; Call var: z
    push QWORD [rsp + 0]
    ; Exit by var.
    mov rax, 60
    pop rdi
    syscall
    mov rax, 60
    mov rdi, 0
    syscall
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Really hard to read, isn't it? Let's look.&lt;/p&gt;

&lt;p&gt;The code is first converted into tokens, then into an abstract form, and finally into code. (&lt;em&gt;Very simplified&lt;/em&gt;)&lt;/p&gt;

&lt;p&gt;The code (&lt;strong&gt;see above&lt;/strong&gt;) is in &lt;strong&gt;[let; ID; Eq; int_lit; Plus; int_lit; half; ...]&lt;/strong&gt; converted. What we see are individual tokens. Then it is placed in a structure. &lt;strong&gt;[let-&amp;gt;value-&amp;gt;id], [let-&amp;gt;value-&amp;gt;id-&amp;gt;int_lit]...&lt;/strong&gt;&lt;br&gt;
This structure can be read by the compiler. At the end of the process, the game pieces or puzzle pieces are put into a shape. That's how easy it can be. Um. (&lt;strong&gt;Not really. This process resulted in 1000 lines of C++ code.&lt;/strong&gt;) &lt;em&gt;Sometimes you should just be on the Internet and know how difficult it is to pull off something like this.&lt;/em&gt; &lt;/p&gt;

&lt;p&gt;Yeah, after the journey you now know how the compiler works with very basics of knowledge of compiler. I will create another journey about interpreters and hybrids. I know that thos is very short. Bye!&lt;/p&gt;

&lt;p&gt;We live with code!&lt;/p&gt;

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      <category>tutorial</category>
      <category>programming</category>
      <category>compiling</category>
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