A valley at dusk you walk in the browser: forest, lake, crystals, weapons, voice chat and bots. The terrain, physics and game logic are written in Rill; the same file compiles to WebAssembly for the browser and to a native program for the server, and WebGPU draws the picture.
$ ls tags/rill
#rill
4 posts
A long tour of Rill from start to finish: algebraic data types, Result and ?, tail recursion, strands and channels, timeouts with select, memory management without a garbage collector, and the Rill server behind this blog. Every code sample was run; the outputs are real.
Rendezvous and buffered channels, broadcasting with close, pipelines, a concurrent prime sieve, polling and deadlines with select, graceful shutdown on a signal, SDL-style state machines, a million strands and the --parallel sharing check. Every example was run; the outputs are real.
A short look at how this blog is built with my own tools: a server written in Rill, the four-engine OxiDB database and the zap interface.


