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andreamonaco

> I wonder how you manage to keep track of everything with this huge all-in-one main.c

To me it's not different from having multiple files, on the contrary it's even easier to do search and replace

> Do you plan to achieve 100%?

Yes!

> Is there a list of what is actually missing and which relevant projects depend on the missing parts?

Yes, a partial list is in "Known bugs and limitations" in NOTES.

> What are the core benefits compared to e.g. ECL or CLISP?

Well, the code base is smaller and (arguably) easier to read. Building is easier. There's a debugger with stepping, very easy to use

Re:Ask HN: Who wants to be hired? (March 2026) on Tuesday March 03, 2026 @03:24AM (#47229713)
Location: Italy

Remote: Yes

Willing to relocate: Very little

Technologies: C, Common Lisp, some Perl and Python, GNU/Linux, networking, some HTML and Javascript, low-level, Linux drivers, interpreters and compilers

Email: it's in the description of my profile

My name is Andrea Monaco and I'm 31 years old. I'm writing an implementation of the Common Lisp language with more than 80% compliance (https://savannah.nongnu.org/p/alisp). I have other projects at https://github.com/andreamonaco, among them an online multiplayer game called Zombieland, a Linux driver for my video card, and an utility to record screen on Linux.

I have a bachelor in Mathematics.

I'm looking for a job, either contract or employed. Mostly remote, unlikely to relocate

This is a nightmare XD
Re:I write games in C (yes, C) on Sunday February 08, 2026 @02:22AM (#46932084)
I fully agree, in fact I'm writing a game in C too, it's https://github.com/andreamonaco/zombieland. Plus I have at least another idea for a game project in mind with the same language.

Show HN: A little utility to take screenshots and record screen on GNU/Linux

https://github.com/andreamonaco/screenrec

For my YouTube videos, I often need to record my laptop screen. I used both ffmpeg and OBS and while they are quite rich with features, they also introduce a big overhead.I started experimenting with the possibility of recording the framebuffer directly, bypassing the X server or Wayland: the Linux kernel provide this via a system called DMAbuf.To be fair, the idea is not mine: ffmpeg let you...

( Read More... | no comments | 3 points | on HN )
Re:Fundamentals of Garbage Collection on Saturday July 12, 2025 @09:13AM (#44541854)
I'll look at that. About performance: people in practice have always favored GC, so I think there's a lot to be discovered in optimization of reference counting algorithms, including concurrent traversal (which is easier because each node has local info in the form of refcounts and flags) and maybe detection of problematic worse-case graphs
Re:Fundamentals of Garbage Collection on Saturday July 12, 2025 @05:06AM (#44540517)
Hello, I'm writing an implementation of the Common Lisp language that uses an enhanced reference counting algorithm (that I've taken from literature) that detects and handles cycles. Performance seems okay, though I still haven't tried large programs.

https://savannah.nongnu.org/p/alisp

Re:Ask HN: How many communities HN it devs in C language? on Saturday July 05, 2025 @02:35PM (#44474611)
Regular software: a lisp implementation (https://savannah.nongnu.org/p/alisp) and a little online game (https://github.com/andreamonaco/zombieland)
Re:Ask HN: How many communities HN it devs in C language? on Saturday July 05, 2025 @01:17PM (#44474120)
Many people still use C, I do for sure

Show HN: An online 2d shooter game in development

https://github.com/andreamonaco/zombieland

I started writing a little online 2d shooter game. It already does a few things!Any number of players can move in the same map and shoot at each other until they die; they can shoot at zombies too; they can collect rotten meat in their inventory. Meanwhile they must keep fed and hydrated.I tested in a LAN, but it should work in any network. You can even start multiple clients locally if you...

( Read More... | no comments | on HN )
Re:Making Video Games (Without an Engine) in 2025 on Tuesday May 20, 2025 @03:41AM (#44038848)
Kudos to you! I'm writing a game (a little MMO) the same way, the technical and creative freedom is priceless.
I'd say the latter, since I felt the need for debugging tools similar to other languages like C. Watchpoints for example are entirely non-existent in current implementations, as far as I know
In my opinion, automake is the weakest part of the autotools chain. Look at this section of the manual for example https://www.gnu.org/software/automake/manual/automake.html#G...: it says that automake doesn't recognize many Gnu Make extension, and can get confused even by weird whitespace...
Yeah, advanced debugging features like watchpoints are very important to me
Also, my Patreon page (https://www.patreon.com/andreamonaco) has behind-the-scenes posts, some even in the free tier
Yeah, the goal is first bytecode compilation and then full
I don't like sites with heavy Javascript, especially if it's non-free. (Though recently I started using Github for a different project.)

Savannah is very basic, perhaps too much, but it's okay for my project.

I'm not sure I understand. What I do in my project is very common practice: generated files (like the configure script) are not part of the repository, but they are put in released tarballs
Ideally I'd reach ANSI compliance, first with a bytecode compiler and then with a full one
Thanks! Maybe I could do that, if I see that people are interested
I tried stepping in various free implementations, but I couldn't really follow the source forms and execute them one by one. Also, I couldn't find much information online. Maybe your experience is different?

Show HN: A Common Lisp implementation in development, supports ASDF

https://savannah.nongnu.org/p/alisp

Implementation of the standard is still not complete, but breakpoints and stepping work quite well! It also has some support for watchpoints, that no implementation has.Now it ships with ASDF and is capable of loading systems!Let me know if you like it. Support on Patreon or Liberapay is much appreciated

( Read More... | 61 comments | 26 points | on HN )

Show HN: An online 2d shooter game in development

https://github.com/andreamonaco/zombieland

I started writing a little online 2d shooter game. There's a demo already available.Any number of players can move in the same map and shoot at each other until they die; they can shoot at zombies too; they can collect rotten meat in their inventory. Meanwhile they must keep fed and hydrated.I tested in a LAN, but it should work in any network. You can even start multiple clients locally if...

( Read More... | no comments | 2 points | on HN )

Show HN: 2d MMO game about zombies in development

https://github.com/andreamonaco/zombieland

I got this crazy idea of writing my own little 2d MMO game. Work has started, and I have a demo available.Any number of players can move in the same little 2d map and shoot at each other until they die; they can shoot at zombies too.I tested in a LAN, but it should work in any network. You can even start multiple clients locally if you don't have other people. Let me know how many people you...

( Read More... | no comments | on HN )
I really hope that you will succeed! Maybe you'll want to find a way to earn money with it though
Cool! Even though my computer is seemingly too underpowered to play it. Anyway, do you plan to make it a big game?
Re:Show HN: A Common Lisp implementation in development on Thursday January 16, 2025 @10:28AM (#42726559)
Well, I like and use SBCL and ECL, but I was curious if I could make something as big on my own. I was also curious about implementing that GC algorithm that I found in literature; I'm pretty satisfied with the result, though I don't exclude providing an alternative more classic GC as an option in the future. I chose C because I love its clean design, and the portability of C89 can't really be matched.

About multi-threading: I still haven't thought about it much, but I'm optimistic; according to the paper, the algorithm is quite amenable to concurrency, since each object carries local information (the two refcounts), so some collection doesn't need global state. I agree, but we'll have to wait to see it in action

Re:Show HN: A Common Lisp implementation in development on Thursday January 16, 2025 @01:54AM (#42722192)
Based on the number of symbols implemented, I'd say that more than three quarters of the standard are done, almost enough to load a system with ASDF.

Performance seems on par with clisp, but important optimizations are yet to be done, for example my program is still single-threaded

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