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Alexander Chichigin gabriel-fallen

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@hirrolot
hirrolot / a-preface.md
Last active June 14, 2025 16:46
A complete implementation of the positive supercompiler from "A Roadmap to Metacomputation by Supercompilation" by Gluck & Sorensen

This is the predecessor of Mazeppa.

Supercompilation is a deep program transformation technique due to V. F. Turchin, a prominent computer scientist, cybernetician, physicist, and Soviet dissident. He described the concept as follows [^supercompiler-concept]:

A supercompiler is a program transformer of a certain type. The usual way of thinking about program transformation is in terms of some set of rules which preserve the functional meaning of the program, and a step-by-step application of these rules to the initial program. ... The concept of a supercompiler is a product of cybernetic thinking. A program is seen as a machine. To make sense of it, one must observe its operation. So a supercompiler does not transform the program by steps; it controls and observes (SUPERvises) the running of the machine that is represented by th

@hirrolot
hirrolot / terminating-NbE.ml
Last active March 31, 2025 19:47
Terminating untyped NbE with a configurable limit
module Make_term (S : sig
type 'a t [@@deriving show]
end) =
struct
type t = def S.t
and def = Lam of t | Var of int | Appl of t * t
[@@deriving show { with_path = false }]
let _ = S.show
@hirrolot
hirrolot / cps-eval.ml
Last active March 27, 2025 12:49
A simple CPS evaluation as in "Compiling with Continuations", Andrew W. Appel
type cps_var =
(* Taken from the lambda term during CPS conversion. *)
| CLamVar of string
(* Generated uniquely during CPS conversion. *)
| CGenVar of int
type cps_term =
| CFix of (cps_var * cps_var list * cps_term) list * cps_term
| CAppl of cps_var * cps_var list
| CRecord of cps_var list * binder
@hirrolot
hirrolot / a-main.ml
Last active June 17, 2025 15:45
A simple CPS conversion as in "Compiling with Continuations", Andrew W. Appel
(* A variable identifier of the lambda language [term]. *)
type var = string [@@deriving eq]
(* The lambda language; direct style. *)
type term =
| Var of var
| Fix of (var * var list * term) list * term
| Appl of term * term list
| Record of term list
| Select of term * int
@hirrolot
hirrolot / CoC.ml
Last active June 18, 2025 23:16
How to implement dependent types in 80 lines of code
type term =
| Lam of (term -> term)
| Pi of term * (term -> term)
| Appl of term * term
| Ann of term * term
| FreeVar of int
| Star
| Box
let unfurl lvl f = f (FreeVar lvl)
@hirrolot
hirrolot / CoC.ml
Last active March 27, 2025 12:53
Barebones lambda cube in OCaml
(* The syntax of our calculus. Notice that types are represented in the same way
as terms, which is the essence of CoC. *)
type term =
| Var of string
| Appl of term * term
| Binder of binder * string * term * term
| Star
| Box
and binder = Lam | Pi
@suhr
suhr / proofs.md
Last active December 8, 2022 13:05

Упражнения по формальным доказательствам

Нет времени объяснять, переходим сразу к делу.

Инструменты

Доказывать теоремы мы будем, используя интерактивные пруверы Isabelle или Lean 3. Примеры приводятся для каждого прувера, для решения задач же можно использовать любой из них.

@martinchapman
martinchapman / mosaic.sh
Last active May 18, 2023 15:25
Visualise a latex document git history
# Visualise a latex document git history
# loop through commits, create a PDF from your main file for each
# translate the pages of that PDF to a single image
# create GIF/mp4 from the folder of images created
# run within your local repository
# prerequisites: ImageMagick and FFmpeg
# create output folder
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 1, 2025 07:13
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https: