Rewrite README
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.gitignore
vendored
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.gitignore
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# ---> VisualStudioCode
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.vscode/*
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!.vscode/settings.json
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!.vscode/tasks.json
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!.vscode/launch.json
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!.vscode/extensions.json
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!.vscode/*.code-snippets
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# Created by https://www.toptal.com/developers/gitignore/api/obsidian,visualstudiocode,macos,linux,windows
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# Edit at https://www.toptal.com/developers/gitignore?templates=obsidian,visualstudiocode,macos,linux,windows
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# Local History for Visual Studio Code
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.history/
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### Linux ###
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*~
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# Built Visual Studio Code Extensions
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*.vsix
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# temporary files which can be created if a process still has a handle open of a deleted file
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.fuse_hidden*
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# ---> macOS
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# KDE directory preferences
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.directory
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# Linux trash folder which might appear on any partition or disk
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.Trash-*
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# .nfs files are created when an open file is removed but is still being accessed
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.nfs*
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### macOS ###
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# General
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.DS_Store
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.AppleDouble
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# Icon must end with two \r
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Icon
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# Thumbnails
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._*
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Temporary Items
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.apdisk
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# ---> Linux
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*~
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### macOS Patch ###
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# iCloud generated files
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*.icloud
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# temporary files which can be created if a process still has a handle open of a deleted file
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.fuse_hidden*
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### Obsidian ###
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# config dir
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.obsidian/
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# KDE directory preferences
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.directory
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### VisualStudioCode ###
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.vscode/*
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!.vscode/settings.json
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!.vscode/tasks.json
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!.vscode/launch.json
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!.vscode/extensions.json
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!.vscode/*.code-snippets
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# Linux trash folder which might appear on any partition or disk
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.Trash-*
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# Local History for Visual Studio Code
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.history/
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# .nfs files are created when an open file is removed but is still being accessed
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.nfs*
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# Built Visual Studio Code Extensions
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*.vsix
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# ---> Windows
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### VisualStudioCode Patch ###
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# Ignore all local history of files
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.history
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.ionide
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### Windows ###
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# Windows thumbnail cache files
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Thumbs.db
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Thumbs.db:encryptable
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@ -81,3 +98,6 @@ $RECYCLE.BIN/
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# Windows shortcuts
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*.lnk
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# End of https://www.toptal.com/developers/gitignore/api/obsidian,visualstudiocode,macos,linux,windows
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.trash
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16
README.md
16
README.md
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# Arf! I'm Tony Bark. 🦊
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I'm a self-taught indie developer focused on cross-platform games using Godot and desktop applications built with Tauri. I always aim for high maintainability with minimal technical debt. Earlier Tauri projects utilized Vue for the frontend, but starting with [Amtrak Status](https://github.com/tonytins/amtkstat), I've shifted to .NET Blazor. For all .NET-based programs, I target the latest LTS releases and strive to provide the bare minimum long-term support.
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Welcome to BarkHub! This focuses on a mixture of documents and code compared to main my main [Github](https://github.com/tonytins), including a few mirrors as backups.
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I design my libraries and applications—whether desktop or CLI—to be functional from day one. They're crafted for my own use, but you can use them too, even if it's just for a simple need or experimentation.
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## Storytelling
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Before committing an initial release, I rigorously test everything on my own systems. However, being a solo developer, I can't guarantee perfect compatibility across other platforms. I also follow a .NET-style versioning scheme, with version numbers starting in the 100s, either in the minor or patch section, for every type of software.
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My primarily focus is world building and storytelling using Obsidian. A lot of this information are just rolling drafts until it is all finalized, either moved to the wiki or formally published. However, this stuff borders on 🔞 territory.
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I'm not chasing perfection, just reliability. You can thank my very first public release, [Blue Rose](https://github.com/tonytins/BlueRoseClassic), for shaping that mindset.
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## AI for Code Generation
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---
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- 🛠️ Most comfortable using `C#` and `Blazor`
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- 👍 Familiar with `Tauri` and `Rust`
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- 📚 Currently learning `Zig`, `GDscript`, `C`[^1]
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[^1]: Indirectly through Zig.
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Secondarily, I've began to experiment with AI code generation. By asking it to create software implantation or complex algorithms that I wouldn't have known how to create otherwise.
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