About the service
I develop game logic in Mun — a statically typed, LLVM-compiled scripting language built specifically for hot reloading. If you're tired of long compile cycles every time you need to change jump height, damage formula, or enemy AI behavior threshold, Mun lets you edit code and see the result in the running game in milliseconds. Hours of iteration become seconds.
What you get: clean, statically typed Mun modules for your game systems (combat, movement, economy, spawning, ability trees, balance tables), a hot-reload cycle built into your engine, and a thin layer of host bindings so your game in C, C++, or Rust can call Mun functions and safely share state. I structure code so designers can retune values without touching the engine, and runtime errors are caught at the type level instead of crashing the build.
The deliverable includes Mun sources, FFI binding and host integration, build and reload scripts, unit tests of key formulas, and clear documentation: how to add new systems and how the reload boundary works. I also cover the gotchas: state migration across reloads, struct layout, value marshaling between host and Mun, and keeping the iteration cycle stable during live sessions.
Works great for prototypes, game jams, fine-tuning live services, and studios that need fast iteration under designer control. Write your engine, target platform, and which systems should be scriptable — I'll map it out. Revisions included until hot reloading works smoothly in your project.
What you get: clean, statically typed Mun modules for your game systems (combat, movement, economy, spawning, ability trees, balance tables), a hot-reload cycle built into your engine, and a thin layer of host bindings so your game in C, C++, or Rust can call Mun functions and safely share state. I structure code so designers can retune values without touching the engine, and runtime errors are caught at the type level instead of crashing the build.
The deliverable includes Mun sources, FFI binding and host integration, build and reload scripts, unit tests of key formulas, and clear documentation: how to add new systems and how the reload boundary works. I also cover the gotchas: state migration across reloads, struct layout, value marshaling between host and Mun, and keeping the iteration cycle stable during live sessions.
Works great for prototypes, game jams, fine-tuning live services, and studios that need fast iteration under designer control. Write your engine, target platform, and which systems should be scriptable — I'll map it out. Revisions included until hot reloading works smoothly in your project.