Ashley
Rose

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Preview image for post 'Notakto: A Haskell game with Apecs and Raylib'

Notakto: A Haskell game with Apecs and Raylib

My previous post on Apecs was very well received, but I've seen a lot of people using the now-out-of-date code and somewhat struggling. Time to dive back in!

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Preview image for post 'Laplace's rule of succession'

Laplace's rule of succession

  • July 20, 2022
  • 8 Minutes

I find myself talking to many people about this bit of maths simply because I've actually been able to apply it in my life and work. Hopefully in this post I can explain how!

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Preview image for post 'Voronoi.haxe'

Voronoi.haxe

  • April 19, 2022
  • 12 Minutes

After spending a while wandering the internet in search of something new to learn, I found something I somehow missed: the language, Haxe, and the game framework, Heaps. This was the result of my learning.

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Preview image for post 'What is Nix?'

What is Nix?

I seem to be nixifying everything, from my operating system to my website. I wanted to go into a bit of detail about what it's like working with Nix.

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Preview image for post 'Hexagonal.hs'

Hexagonal.hs

I've been playing around with Haskell for quite a while and I wanted to have a play around with a purely-functional graphics pipeline.

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Preview image for post '4D Geometry Viewer'

4D Geometry Viewer

Developing a game that uses the fourth dimension is rarely discussed, if discussed at all. I created an interactive visualisation of 4D geometry to learn how to apply 3D rendering concepts to higher dimensions.

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Preview image for post 'Hogs of War: Level Editor'

Hogs of War: Level Editor

A cross-platform tool that allows for the visualisation and manipulation of Hogs of War map files.

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Preview image for post 'Thesis'

Thesis

  • January 19, 2020
  • 17 Minutes

The path to the right decision: An investigation into using heuristic pathfinding algorithms for decision making in game AI.

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Preview image for post 'Street Fighter Clone'

Street Fighter Clone

A university assignment where the goal was to study and recreate Street Fighter's mechanics in our own clone of the game.

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Preview image for post 'Space'

Space

While I have some webdev experience from my static blog, I've never ventured further. I made Space so that I could learn more about things such as databases, servers and RESTful APIs to open up more opportunities.

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Preview image for post 'Clojure: Another functional programming language'

Clojure: Another functional programming language

I've always been aware of the Lisp language, but always been afraid to dive in. However, after reading 'Clojure for the brave and true', I now recognise Clojure as a simple, pleasant and powerful language.

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Preview image for post 'Relocate Engine'

Relocate Engine

  • April 28, 2019
  • 21 Minutes

Relocate is a physics is an experiment with Box2D physics, Lua scripting, ImGui debugging and the SFML framework, and has been used as a starting point for a few of my other C++ projects.

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Preview image for post 'SimpleRoguelike.hs'

SimpleRoguelike.hs

My first attempt at game development in the functional language, Haskell, as well as a description of the challenges I had to overcome to get things working.

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Preview image for post 'An Introduction to game development in Haskell using Apecs'

An Introduction to game development in Haskell using Apecs

There have been so many attempts to pioneer gamedev in Haskell, and yet still no commercial releases. In this post I hope to clear the air a little bit and encourage new developers to try Haskell.

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Preview image for post 'Vect'

Vect

Made during Summer 2018 as a part of an enterprise scheme to test not only our programming skills but our teamwork.

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Preview image for post 'Of Boxes and Threads: Game development in Haskell'

Of Boxes and Threads: Game development in Haskell

My experiences of making a game in Haskell and how I think it's is a pioneering process. Despite a wiki and subreddit dedicated to gamedev in Haskell, not many people have actually succeeded making anything close to current games.

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