Building Luminary

Building Luminary

Jul 07, 2026

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Several months ago, I was reading through old Apollo 11 Guidance Computer code, and I made an observation upon the code: the engineers were forced to write efficient code. They had extremely limited processing and storage capabilities for the mission. Any bloat would result in the program not being compatible.

This inspired me.

Any computer user today can tell you they encounter slow websites, apps, etc. Despite having better specs than Apollo. Why? Bloat code. Our access to excessive storage and RAM has resulted in careless programming. Websites have gigabyte sized assets, programs running entirely new instances of the program for every tab, and of course, over-integration of AI into projects. Not one of these is necessary. I could change this.

I set to work on what seemed to be the most immediate of the issues, bloated web-UI libraries. Libraries that have large amounts of code with no optimization. No foundational elements then built upon, but rather entirely rewritten components for every item in the library. This adds up quickly. I began by studying old computer UIs, and then began writing my own CSS library, Luminary, to resolve this.

However, while developing this, I came across another bloat filled category: web dev software.

These programs often times consume over a gigabyte of RAM on their own, no helper programs included. This is absurd and ridiculous. Writing code/scripting should not e a RAM hog, but current software is. I then began building LuminaryIDE, a web design/development environment for web. Local-processing, compatible with HTML5 and CSS3 (JavaScript coming soon), and browser based. While not perfect, yet, this program is taking shape. I am already able to use it in the development and maintaining of itself.

I am aware my thought process with the Luminary project is disjointed to say the least, but I hope to release the CSS library for use soon, and release a public beta of the IDE as well.

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