Just finished merging and testing all patches for choo v3; docs and contributor testing is pretty much all that's left now
- very excite
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Replying to @yoshuawuyts
Laying the last hand on the choo v3 documentation; the view isn't too bad heypic.twitter.com/bnCCisB68J
2 replies 1 retweet 11 likes -
Replying to @yoshuawuyts
I've never felt so confident merging a 1k+ line patch -https://github.com/yoshuawuyts/choo/pull/127 …
1 reply 0 retweets 9 likes -
Replying to @yoshuawuyts
Choo v3 is out
- now 5kb and heaps of shiny features 


- Release notes: https://github.com/yoshuawuyts/choo/blob/master/CHANGELOG.md#300 … | HN Discussion: https://news.ycombinator.com/item?id=12040387 …1 reply 38 retweets 74 likes -
Replying to @yoshuawuyts
Oops, choo is now the king of useless benchmarks - and we've barely started optimizing even haha - ah wellpic.twitter.com/TiTo4B56K7
5 replies 5 retweets 16 likes -
Replying to @yoshuawuyts
Stretch goals for choo: 1) be fast enough for game dev / minimize GC pauses, 2) provide tooling to visualize *any* part of an app real time
4 replies 0 retweets 12 likes -
Replying to @yoshuawuyts
Re #1, exactly the reason I created mini-signals. Runs the game loop behindhttps://github.com/Hypercubed/angular-ecs …
1 reply 0 retweets 1 like -
Replying to @hypercubed
hah, yeah I really like ECS style systems; know so little about them tho - buttt mayhaps choo can facilitate it in the future?
2 replies 0 retweets 0 likes -
Replying to @yoshuawuyts
I was building this in angular, using a redux-like architecture. I'm sure choo would do even better.
2 replies 0 retweets 0 likes -
Replying to @hypercubed
that's what I'm hoping for - ideally choo could flush data to a scene tree without providing mad overhead like other frameworks
1 reply 0 retweets 0 likes
Def looking at https://github.com/hughsk/scene-tree … here, haha
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