diff --git a/config.toml b/config.toml
index 9fa9fd1..1c8308b 100644
--- a/config.toml
+++ b/config.toml
@@ -4,9 +4,8 @@ base_url = "https://lynxize.dev"
compile_sass = false
build_search_index = false
-generate_feeds = false # set to true in the blog _index
+generate_feeds = false # need to configure it to be at /blog/atom.xml which takes Work(tM)
-author="lynxize"
[markdown]
highlight_code = true
diff --git a/content/about.md b/content/about.md
index d397a5a..6623833 100644
--- a/content/about.md
+++ b/content/about.md
@@ -22,7 +22,7 @@ You can find the source for this site [here](https://git.lynxize.dev/lynxize/web
You can find me in the following places:
- Discord - `@lynxize`
- Bluesky - [`@lynxize.dev`](https://bsky.app/profile/lynxize.dev)
-- GitHub - [`lynxize`](https://github.com/lynxize)
+- GitHub - [`@lynxize`](https://github.com/lynxize)
You can also reach me [through email](mailto:lynxize@gmail.com), though response times will definitely be slower.
diff --git a/content/blog/_index.md b/content/blog/_index.md
index 13c2ace..1a84467 100644
--- a/content/blog/_index.md
+++ b/content/blog/_index.md
@@ -3,8 +3,4 @@ title = "Various Ramblings"
sort_by = "date"
template = "blog.html"
page_template = "post.html"
-
-generate_feeds = true
-+++
-
-Some random blog posts/ramblings/text walls of mine.
\ No newline at end of file
++++
\ No newline at end of file
diff --git a/content/blog/six-months.md b/content/blog/six-months.md
deleted file mode 100644
index 5022835..0000000
--- a/content/blog/six-months.md
+++ /dev/null
@@ -1,277 +0,0 @@
-+++
-title = "Game Progress Log - Six Months"
-date = 2025-04-18
-+++
-
-{% important() %}
-This is more of a personal progress log than a blog post.
-I wrote it more for my future self than anyone else, though you're obviously welcome to read it if you want.
-{% end %}
-
-
-## Background
-Despite what I sometimes like to pretend, I'm not really a game dev.
-I've created and deleted my fair share of Godot and Unity projects, I've messed around with [libGDX](https://libgdx.com/), I've completed three game jams (with varying degrees of success)
-but I've never actually made anything I'd consider *finished*.
-I'm great at starting projects but terrible at completing them.
-
-A little over a year ago, I tried following the [learnopengl](https://learnopengl.com/) tutorials, and had a lot of fun doing so.
-I got as far as a pig in a spotlight before bad design decisions and my inexperience with C++ caused the project to collapse under its own weight.
-
-*Maybe in retrospect trying to learn graphics programming and C++ at the same time was not the best idea*...
-
-{{ image(src="/assets/6months/pig.png", alt="Minecraft pig model drawn in front of a space-themed skybox", caption="piiiiiiiggggg") }}
-
-Fast-forward to 8 or so months ago, and I finally thought up a game idea I thought was worth persuing.
-Something I could stay motivated to work on in the longer-term, and hopefully stick with long enough to complete.
-
-I really want to love [Godot](https://godotengine.org/).
-It's my go-to choice for game jams, but once a project hits a certain size I can't figure out how to structure it.
-And I guess I just sort of got bored, or something.
-I made a little prototype, ran into some weird Godot limitation I no longer remember, and thought "hmm, what if I did this myself."
-
-## Stuff
-So, for the last six months I've been working on a little game framework thingy in my free time.
-
-[SDL3](https://libsdl.org)+[Kotlin](https://kotlinlang.org) is a bit of a cursed combination,
-but Kotlin is my current favorite language and I wasn't going to repeat the mistake of using a language I'm not comfortable with.
-
-When I started, [LWJGL](https://github.com/LWJGL/lwjgl3) didn't have bindings for SDL (though [it does now](https://github.com/LWJGL/lwjgl3/pull/1033)) so it wasn't an option.
-[jextract](https://github.com/openjdk/jextract) works well enough for my purposes, since I was going to wrap most things in Kotlin anyway.
-
-The first triangle was fairly straightforward.
-
-{{ image(src="/assets/6months/triangle.png", alt="A window displaying a rainbow triangle", caption="hello triangle") }}
-
-And I guess it just spiraled out of control from there. Instead of making a game I've been making a game framework.
-
-I find the SDL GPU API (~~wow that's a lot of caps~~) to be a lot easier to reason about than OpenGL was.
-Trying to learn OpenGL was difficult because everything was State Soup and some totally unrelated code somewhere else
-would interfere with whatever I was trying to do, because I wasn't being careful enough.
-
-At least with SDL I have some idea what's actually going on.
-
-{% note() %}
-The lack of tutorials for SDL GPU was a little bit frustrating.
-Being extremely new, there's not much to go off other than [some examples](https://github.com/TheSpydog/SDL_gpu_examples/blob/main/Examples/ComputeSpriteBatch.c#L305)
-and the (actually fairly decent) [documentation](https://wiki.libsdl.org/SDL3/CategoryGPU).
-
-Also, [RenderDoc](https://renderdoc.org/) my beloved...
-{% end %}
-
-So let's see, after 6 months what have I got...
-
-### Sprite Batching
-Most everything is based around a compute-shader based sprite batcher.
-It was loosely inspired by [this example](https://github.com/TheSpydog/SDL_gpu_examples/blob/main/Examples/ComputeSpriteBatch.c#L305).
-I don't have a great way to benchmark performance, but it handles tens of thousands of sprites with no problem on my laptop,
-so it's more than fast enough.
-
-It does have the annoying limitation that all sprites must come from the same atlas texture, and it won't automatically batch sprites from a bunch of different ones.
-I should probably change that at some point.
-
-### Box2D
-I didn't really want to write my own physics.
-Thanks to [Box2D](https://box2d.org/) 3.0+ being a C library, it was pretty easy to generate bindings for it.
-
-Unfortunately there's now a `conversions.kt` file that looks like
-```kotlin
-internal fun AABB.b2AABB(arena: Arena): MemorySegment {
- val a = b2AABB.allocate(arena)
- b2AABB.lowerBound(a, this.min.b2Vec2(arena))
- b2AABB.upperBound(a, this.max.b2Vec2(arena))
- return a
-}
-```
-just to convert to and from Box2D's types, but eh, it's fine.
-I wrapped the callbacks with my own event system and it seems to be working well.
-
-### Lighting Experiments
-I am *very* new to graphics programming, all things considered, and trying to implement [radiance cascades](https://radiance-cascades.com/) was probably ill-advised.
-
-I did get some cool screenshots before I realized my game wouldn't even benefit from this kind of lighting in the first place.
-I probably could have figured it out if I'd spent a little more time, but I was getting bored.
-
-{{ image(src="/assets/6months/idk.png", alt="Very broken scene", caption="yeah I don't even know lmao") }}
-
-{{ image(src="/assets/6months/brokenrc.png", alt="Very broken scene", caption="significantly closer") }}
-
-{% note() %}
-It wasn't helped by the fact that my test scene was almost entirely text and thin debug lines left over from messing with Box2D.
-Even a correct RC implementation would probably struggle with that.
-{% end %}
-
-I might revisit this later. We'll see.
-
-### 3D Experiments
-After so much 2D stuff I was getting a bit bored.
-My game is 2D, and there's no way I'll be writing a competent 3D engine, but I wanted to mess around a little.
-If I could draw the pig with OpenGL, maybe I could do something similar with what I'd built.
-
-It went... about as well as could be expected.
-
-{{ image(src="/assets/6months/brokenfox.png", alt="A fox with extremely broken textures", caption="biblically accurate fox or something idk") }}
-
-I did eventually unbreak the fox and get a cubemap skybox mostly working.
-
-It was pretty fun overall, even if not *useful*.
-I learned about [gamma correction](https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/)
-and some [neat tricks](https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/) for fullscreen render passes, so it wasn't a complete waste of time.
-
-
-### Audio
-I initially tried plugging an opus decoder more or less directly into an `SDL_AudioStream`, but it turns out that was a bad idea.
-So for now, I'm using [miniaudio](https://miniaud.io/).
-
-{{ image(src="/assets/6months/audio.png", alt="debug ui for audio, with volume, pitch, and pan options", caption="little sound ui thing I made with Dear ImGui") }}
-
-It supports basically everything I want to do anyway, like audio streaming, looping, pitch and pan modification, and more.
-
-Getting it to compile was bit of a headache because it's not designed to be built as a shared library, but I don't exactly have any other option to use it from Kotlin.
-CMake makes me go insane...
-
-{% note() %}
-I've been using stuff from [the FTL soundtrack](https://benprunty.bandcamp.com/album/ftl) and [ESCISM](https://radicaldreamland.bandcamp.com/album/escism-esc-original-soundtrack)
-as test tracks, which are therefore forever burned into my head. There are worse problems to have.
-{% end %}
-
-### User Interface
-I know basically nothing about UI, and trying to research how other people handle it proved kind of useless.
-
-"Just draw a bunch of textured rectangles! It's easy!"
-Yeah, okay, but where and what and why and aaaaaaaaa I don't even know.
-I was almost tempted to try to use [Dear ImGui](https://github.com/ocornut/imgui) for game UI, but the lack of theming made that impractical.
-
-I figured drawing [9-slices](https://en.wikipedia.org/wiki/9-slice_scaling) would be a good place to start, using the sprite batch code I'd written earlier.
-
-{{ image(src="/assets/6months/brokenui.png", alt="Extremely broken 9-slice drawing", caption="Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa") }}
-
-I decided to try to decouple the layout and the functionality a little, keeping the logic in Kotlin and the layout in [HOCON](https://en.wikipedia.org/wiki/JSON#HOCON).
-
-Why HOCON? I don't know. The syntax is nice and [Hoplite](https://github.com/sksamuel/hoplite) provides nice error messages when I mess something up.
-
-It looks like this:
-```js
-{
- // some stuff (theme declarations, etc.) omitted for brevity
- rootElement = {
- type: PaddingContainer
- padding: {
- left = 30f
- right = 30f
- top = 20f
- bottom = 20f
- }
- child = {
- type: HorizontalListContainer
- children = [
- {
- type: SizeConstraintContainer
- max_width = 100f,
- max_height = 100f,
- child = {
- type: NinePatchContainer
- id: "test-button-1"
- child = {
- type: Label
- font_size = 48f
- text = "1"
- }
- }
- },
- {
- type: SizeConstraintContainer
- max_width = 100f,
- max_height = 100f,
- child = {
- type: NinePatchContainer
- id: "test-button-2"
- child = {
- type: Label
- font_size = 48f
- text = "2"
- }
- }
- }
- ]
- }
- }
-}
-```
-
-There are lots of other container types like `AlignmentContainer`, `ClippingContainer` and I'll probably need to add a few more,
-like `ScrollContainer`.
-
-The Kotlin side looks like this, where the `ButtonBehavior` handles mouse presses and the hovered/pressed/released state.
-```kotlin
-val gui = Gui(Game.colorTarget, Core.gameDir.resolve("assets/test_ui.conf")).apply {
- addBehavior(getElementById("test-button-1"), ButtonBehavior().also {
- it.onMousePress += {
- println("Button 1!")
- }
- })
-
- addBehavior(getElementById("test-button-2"), ButtonBehavior().also {
- it.onMousePress += {
- println("Button 2!")
- }
- })
- show()
-}
-```
-
-I don't think this will scale particularly well, but my game is fairly UI-light so it should be Fineeee™ for now at least.
-It's significantly better than just spamming `Batch.draw()` a bunch.
-
-I don't know how I'm going to handle more complex UI elements, like scroll bars and tab groups. HOCON makes it easy to include
-other files with `include required(file("/path/to/thing.conf"))` so maybe I could try to make some templates for things like that.
-
-One of the hardest parts was dealing with `Batch`'s aforementioned everything-must-be-from-the-same-texture limitation.
-For now, I'm just generating a separate texture atlas for each UI at runtime, which doesn't feel great.
-
-Text is handled through [SDL_ttf](https://github.com/libsdl-org/SDL_ttf)'s GPU text engine, which does most of the hard work with FreeType and HarfBuzz for me.
-All I have to do is keep track of different font styles.
-I tried using FreeType directly, and just about went insane on the spot.
-Text rendering [is not a rabbit hole I want to go down](https://faultlore.com/blah/text-hates-you/), and this is probably good enough
-for everything I'll want to do.
-
-### Shader Hot-Reloading
-There's not much to say about it, other than that it works!
-It took too long to get the file watching working properly because Java's `WatchService` is a little weird.
-
-In the future I want to be able to hot-reload textures, though that's a little harder because the texture atlases would have to be rebuilt.
-
-### Misc
-There are some other things that I worked on that aren't really worth their own sections, like:
-- An overcomplicated asset management system
-- Remappable keybind handling
-- Most of a [glm](https://github.com/g-truc/glm)-esque math library from scratch
-
-## The Future
-This is now my biggest project ever in terms of LoC, which is ...concerning? ...fun? I don't know. Let's go with [fun](https://dwarffortresswiki.org/Fun&redirect=no).
-
-I'm sure any professional engine devs are... what's the equivalent of "rolling in their graves" for people who are still alive?
-Whatever. That. They're probably doing that.
-I don't really know what I'm doing, and I guarantee there are a bunch of horrible design decisions that will come back to bite me later.
-To be honest though, I don't really care. I'm having fun and learning a lot, which is what I set out to do.
-
-Once I get a little further along, I want to make the core framework open-source.
-Not because I think anyone should use it, (please no, spare yourself) but because I wouldn't have gotten nearly this far without all the example code on the internet,
-and if my project can be of any help as a reference for someone else, I'd like that.
-
-I've experimented with adding the [Fleks](https://github.com/Quillraven/Fleks) ecs (not to be confused with [flecs](https://github.com/SanderMertens/flecs)) and I've been very happy with the results so far.
-It seems like a good way to structure the game itself, though I'm not quite sure how to cleanly tie Box2D's physics in.
-
-Here's some things I might work on soon:™
-- Shader caching? (probably not necessary, but might be fun to do)
-- Getting it running on Windows (90% done already, shouldn't be too hard)
-- Basic [i18n](https://en.wikipedia.org/wiki/Internationalization_and_localization) maybe
-- Despaghettify the UI code
-- Figure out a name for this mess (I'm terrible at naming things)
-- **Start working on the actual game!**
-
-That last one is the main thing. It's about time I stop messing around and start actually making my game.
-If I want to make the core framework better, I have to try using it, and see what walls I run into.
-I'm sure there will be plenty.
-
-Anyway, that's it for now, see you in another six months!
\ No newline at end of file
diff --git a/content/blog/website-v3.md b/content/blog/website-v3.md
deleted file mode 100644
index 5fb6a17..0000000
--- a/content/blog/website-v3.md
+++ /dev/null
@@ -1,15 +0,0 @@
-+++
-title = "Another Redesign"
-date = 2025-04-17
-+++
-
-I feel like I just did this [a few months ago](/blog/website-v2).
-
-I didn't change as much this time, mostly just the CSS.
-Apparently I've become slightly obsessed with the color purple, so... yeah... the whole site is purple now.
-
-Other changes:
-- Added the [random stuff page](/stuff).
-- Added some 88x31s to the home page, because why not?
-- Fixed the code block font and some other small things.
-- The [RSS (well, atom) feed](/blog/atom.xml) should finally work now.
diff --git a/static/assets/6months/audio.png b/static/assets/6months/audio.png
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diff --git a/static/assets/6months/idk.png b/static/assets/6months/idk.png
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diff --git a/static/assets/6months/pig.png b/static/assets/6months/pig.png
deleted file mode 100644
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diff --git a/static/assets/6months/triangle.png b/static/assets/6months/triangle.png
deleted file mode 100644
index 123ba37..0000000
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diff --git a/static/assets/88x31/anythingbut.gif b/static/assets/88x31/anythingbut.gif
deleted file mode 100644
index eabb7d8..0000000
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diff --git a/static/assets/88x31/arch.png b/static/assets/88x31/arch.png
deleted file mode 100644
index f6ccce3..0000000
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diff --git a/static/assets/88x31/catview.png b/static/assets/88x31/catview.png
deleted file mode 100644
index 27e6973..0000000
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diff --git a/static/assets/88x31/credits.txt b/static/assets/88x31/credits.txt
deleted file mode 100644
index 0b7a7e6..0000000
--- a/static/assets/88x31/credits.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-yeah to be honest I have no idea where most of these come from
-I grabbed a few from aggregator pages like:
-https://cyber.dabamos.de/88x31/index.html
-https://www.88x31.nl/index.html
-https://capstasher.neocities.org/88x31collection-page1
-etc.
-
-If you really care about proper attribution for every single 88x31, go find a better hobby/hyperfixation please.
-HOWEVER if you made one of them and want credit (or for me to remove it) just let me know!
\ No newline at end of file
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diff --git a/static/assets/88x31/steam.gif b/static/assets/88x31/steam.gif
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diff --git a/static/assets/88x31/thunderbird.gif b/static/assets/88x31/thunderbird.gif
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diff --git a/static/assets/88x31/ublock.png b/static/assets/88x31/ublock.png
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diff --git a/static/assets/88x31/webvirus.gif b/static/assets/88x31/webvirus.gif
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diff --git a/static/assets/88x31/wikipedia.png b/static/assets/88x31/wikipedia.png
deleted file mode 100644
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diff --git a/static/main.css b/static/main.css
index d55df3d..6db60a4 100644
--- a/static/main.css
+++ b/static/main.css
@@ -8,8 +8,7 @@ Not AI though, just me! :3
:root {
--color-accent-1: #af8cff;
- --color-accent-2: #74cded;
- --color-links: #77aef2;
+ --color-accent-2: #77aef2;
--color-note: var(--color-accent-1);
--color-warning: #ed9a5f;
@@ -78,7 +77,7 @@ header {
}
a:hover {
- color: hsl(from var(--color) h s 30%);
+
}
a {
@@ -121,22 +120,12 @@ footer {
color: var(--color-accent-2)
}
- code {
- font-family: "JetBrains Mono", monospace;
- font-size: smaller;
- }
-
- /* Color only inline code blocks */
- code:not([class^=language-]) {
+ a:link, a:visited {
color: var(--color-accent-2);
}
- a:link, a:visited {
- color: var(--color-links);
- }
-
a:hover {
- color: hsl(from var(--color-links) h s calc(l + 10));
+ color: hsl(from var(--color-accent-2) h s 85%);
}
}
@@ -161,13 +150,6 @@ footer {
background-color: hsl(from var(--color-important) h 35% 15%);
}
-#post-list {
- color: var(--color-accent-1);
-}
-
-hr {
- color: var(--color-accent-1);
-}
blockquote {
border-left-width: 4px;
@@ -190,10 +172,7 @@ figure {
figcaption {
width: 100%;
text-align: center;
- margin: 5px auto 20px;
- color: var(--color-accent-2);
- font-size: smaller;
- font-family: "JetBrains Mono", monospace;
+ margin: 5px auto;
}
/*
diff --git a/templates/atom.xml b/templates/atom.xml
deleted file mode 100644
index 39b6099..0000000
--- a/templates/atom.xml
+++ /dev/null
@@ -1,49 +0,0 @@
-
-
- {{ config.author }}
- {%- if config.description %}
- {{ config.description }}
- {%- endif %}
-
-
- Zola
- {{ last_updated | date(format="%+") }}
- {{ feed_url | safe }}
- {%- for page in pages %}
-
- {{ page.title }}
- {{ page.date | date(format="%+") }}
- {{ page.updated | default(value=page.date) | date(format="%+") }}
- {% for author in page.authors %}
-
-
- {{ author }}
-
-
- {% else %}
-
-
- {%- if config.author -%}
- {{ config.author }}
- {%- else -%}
- Unknown
- {%- endif -%}
-
-
- {% endfor %}
-
- {{ page.permalink | safe }}
- {% if page.summary %}
- {{ page.summary }}
- {% else %}
- {{ page.content }}
- {% endif %}
-
- {%- endfor %}
-
\ No newline at end of file
diff --git a/templates/base.html b/templates/base.html
index c652674..2706d01 100644
--- a/templates/base.html
+++ b/templates/base.html
@@ -20,7 +20,6 @@
blogstuff
-
{% endblock content %}
\ No newline at end of file
diff --git a/templates/index.html b/templates/index.html
index 98baeb6..d737cb4 100644
--- a/templates/index.html
+++ b/templates/index.html
@@ -3,44 +3,15 @@
{% block content %}
-Hey!
-
-You found my little personal page!
-
-
-I'm an expert waster of time, enjoyer of useless activities, and chronic avoider of productivity.
+Hey! You found my little personal page!
+
+I'm a professional waster of time, purveyor of useless activities, and chronic avoider of productivity.
+
+
I also sometimes write bad code for fun and play games.
More about me.
-
-
-Since I don't know what else to put here and have to fill the space somehow, here's an 88x31 dumping ground, because why not?
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
(If one of these is yours and you want credit, let me know. I just found them Wherever™)
-
+
{% endblock content %}
\ No newline at end of file