GSoC 2026
Evaluating Structured Reactive Patterns in Atmos
My work involves porting the game SNKRX from Lua to Atmos, a versatile programming language that is based on concurrency, event-driven programming. The project focuses on replacing imperative Lua patterns—such as manual flag management and nested callbacks—with the main functionalities of Atmos to simplify complex game logic. Specific tasks include refactoring the screen management system into a hierarchy of scoped tasks, converting global variables into linear sequences, and modularizing character ability chains. Throughout the process, the project will measure how these reactive and parallel features improve code maintenance compared to the original implementation.
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