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  • Oct 18, 2026, 5:14 PM

    the inspiration for this is the grid-based pattern-rewriting language i've been collaborating on with some games people (play around with it at crowdgames.github.io/trrbt/ede !). the first image is the visual syntax in our web-based editor vs. some speculative text-based syntax for the 2d parts

    a visually-laid-out syntax tree for a program that initializes a grid of characters, then has some control flow whose terminal nodes are rewrite rules. they're cellular-automata style rewrites that have a left- and right-hand side, where the idea is if the LHS appears as a subpattern in the grid, it's replaced with the RHS.
    text-based syntax for a single rule and initial board pattern:

rule grow =
 . _ .      . _ .
 . _ .  -o  . X .
 . X .      . X .

 pattern init =
    _ _ _ _
    * _ _ _
    _ _ _ _
    _ & _ _
    X _ X _
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