MimerCode - Language for AI and productivity

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Major release

Check the release notes further down.

But to name a few:

The new synth channel

A 64-voice polyphonic synth engine with four oscillator flavours: band-limited virtual analog with unison, morphing wavetables, 2-op FM, and Karplus-Strong pluck.

Each voice runs through a drive-able multimode filter (LP/HP/BP/notch, 12 or 24 dB), a sub-oscillator, amp and filter envelopes, LFOs, glide, mono/legato, and a 16-slot any-to-any modulation matrix (velocity, keytrack, mod wheel, aftertouch, LFO, mod-env, random routed to pitch, cutoff, reso, amp, pan, wavetable or FM index).

A modular patch graph lets you wire oscillators, mixers, VCAs, filters, envelopes and noise into any topology, with live parameter propagation, hard sync and free-running LFO oscillators, so a full three-oscillator Model D is just a patch.

The master rack adds drive, chorus, delay and stereo reverb, and alongside it runs a 16-lane, 64-step sample-accurate drum sequencer with eight recipe-built 808-style voices, per-lane and per-step tuning, swing, and switchable pattern banks. Everything is scriptable in real time, so turning a knob is heard on a held note.

Example of a live, photorealistic, working (real time), MiniMoog model D emulator in pure MIMERCode.

The new 3D scene channel

A native Vulkan 3D engine driven entirely from script: physically based rendering (Cook-Torrance metallic-roughness, split-sum IBL, ACES tonemapping, normal mapping) with tiled-forward lighting, sun and per-light shadow maps, SSAO, SSGI, SSR, bloom, FXAA, volumetric fog, decals, particles, fire, water and lava surfaces with flow, foam, crust and real buoyancy, fBm terrain with carved waterways, procedural trees and scatter fields with culling and LOD, stereo 3D and multi-window output.

Assets come in as OBJ with MTL materials or full glTF 2.0 scenes, with skinning, morph targets, animation clips, crossfades, IK and an animation state machine, all skinned on GPU compute.

Physics is a full rigid-body solver: spheres, boxes, capsules, cylinders, cones and convex hulls with true OBB contact via GJK/EPA, distance, point, hinge, fixed, spring, slider and cone-twist joints with limits, motors and breakage, sleeping, collision layers, triggers, kinematic bodies, a character controller, raycasts and overlap queries, sweep-and-prune broadphase, and collision events delivered back to script.

On top of that sits 32-voice spatial audio, mouse, wheel and keyboard input with picking, HUD text and 2D GUI panels in the scene, plus a self-hosted GLSL to SPIR-V compiler and scriptable GPU compute kernels, so you can ship your own shaders and simulations without any external toolchain.

Above: moving generated clouds (cloud layers and types can be on the fly changed). Chaning time of day, generated trees and simple terrain.

Above: Planet simulator – Choose between different planets. See it spin live, and add or remove water, desert, growth, ice and more… all in realtime.

Above: Real physics, with falling blocks, joins, threaded spheres, moving windmill that hit the spheres from time to time. Real time rendered.

Above: Fully scripted scene with bad weather, ghosts, fog, and critters.

Above: Full GLTF support including animations. Real time rendering.

The new GIS channel

(Pro version only – Pro is still free, but require registered login for download. It has not been made available right now, but will be)

A complete, self-authored spatial engine with no third-party dependency: geometry (WKT, GeoJSON, WKB, buffers, overlays, simplification, make-valid, Delaunay, Voronoi, convex and concave hulls), full CRS handling (WGS84, Web Mercator, UTM, national grids) and an R-tree spatial index for select-by-location and nearest queries at scale.

Data comes in and out as Shapefile, GeoPackage, GeoTIFF/COG, ESRI ASCII grids, GPX and KML, with ArcGIS/Esri service interop and a persistent URL cache that makes offline packs work.

Raster and terrain analysis covers slope, aspect, hillshade, map algebra, reclassification and contours, and a DEM can be draped straight into the 3D scene as real geometry.

Routing is a proper network engine: cost models by distance, time, fuel or any attribute, one-way streets, grade-separated bridges and tunnels, vehicle profiles with height and weight limits, turn restrictions, service-area isochrones from a marching-squares cost surface, nearest-facility and reverse catchment, plus topology cleaning and address-interpolation geocoding.

On the output side there are rendered map images with data-driven symbology, Jenks classification, de-conflicted label placement and full print layouts with scale bar, north arrow and legend, plus slippy-tile globes with vector overlays in 3D. Underneath it all sits a scale-continuous frame graph that keeps millimetre precision from cosmic distances down to a teacup, so the same channel handles a planet and a tabletop.

Above: Realtime rendered spinning globe with satellite data fetched in tiles at increasing detail levels the closer the globe is to the viewer, and a vector layer showing border lines.

The Calendar systems

Twenty-one calendar systems on one canonical day-number pivot, so any date converts to any other: Gregorian, Julian, Islamic, Hebrew, Persian, Coptic, Ethiopic, Indian Saka, Buddhist, Minguo, Juche, Holocene, Egyptian, Armenian, Mayan long count, Japanese eras, French Republican, 4-4-5 retail fiscal, Baháʼí, and true astronomical lunisolar for Chinese, Korean and Vietnamese with real new moons and leap-month rules.

On top sits computed astronomy (equinoxes, solstices, moon phases, sunset at a given location) driving roughly eighty observances that resolve per year: Easter in both traditions, the Hebrew and Islamic feasts, Chinese and Vietnamese festivals, Norse and Old Icelandic reckoning, and the secular fixtures.

Recurrence is full RFC 5545 RRULE with intervals, counts, positional weekdays, set positions and exception dates, plus iCalendar import and export, so multi-day, overnight and all-day events all fall out of one occurrence shape.

The calendar view widget renders month, week, day, agenda, year and Gantt-style timeline in any of those systems, honouring non-seven-day weeks like the French decade, with a true proportional hour grid, continuous spanning bars for multi-day events, de-conflicted overlap columns, week numbers, holiday overlays matched to the chosen system, and full theming and locale support.

The IDE

A full development environment that is itself written entirely in MIMERCode: a syntax-highlighting editor with live diagnostics on every keystroke, code completion, hover documentation that persists in a sidebar Docs tab, a symbol outline, go-to-symbol palette and find/replace.

Run picks the right runner automatically by inspecting the source (console, GUI or 3D), and Debug gives you a real breakpoint debugger with gutter breakpoints that can be toggled live mid-session, step over/into/out, a call stack that jumps the caret, a variables pane that highlights what changed since the last pause and lets you assign new values into the paused program, and breakpoints that still fire inside event handlers of a running GUI app.

Three visual designers sit on top: a GUI designer with palette, live design surface, element tree and property inspector; a report designer with sections, present-hints and a paginated print preview; and a Scene3D designer with an embedded live Vulkan viewport, move/rotate/scale gizmos, camera presets and one-click primitives.

Crucially all three splice into your real source buffer rather than a private model, so designer work and hand editing mix freely and Undo is just the editor’s undo. Add a theme system that restyles every window at once, multi-window or multi-tab layouts, and AI assistance over any OpenAI-compatible endpoint with fix-with-AI that re-parses the candidate before offering an explicit apply-or-discard, plus a chat pane and a copyable project context bundle for external models.

The rest

Security

Every script runs sandboxed by default. A program’s permissions live in a sibling policy file that grants exactly the channels, paths and operations it needs, so a demo, a customer script or a downloaded sample can be run without trusting it.

Rules can be gated by role, so the same code path is permitted for an operator and refused for a guest. Scripts can never touch their own security, secret, config or state files; only trusted native code can, which closes the obvious self-escalation route.

Secrets live in a managed vault with PBKDF2 and AES-GCM rather than in source, and resource governance can throttle, cap, abort or kill a script that runs away. It is the piece that makes everything else deployable: you can hand a customer a scripting environment without handing them your machine.

The GUI framework

One reactive view model that renders to a native canvas and to HTML from the same source, with three state tiers (view, session, module) so shared state and component state don’t fight. 

Theming is first class: every widget draws from theme tokens, so switching theme restyles an entire application, including all its open windows, at once. Internationalisation is automatic, with view properties translated as they render and locale-aware dates, names and formats throughout.

Add accessibility through UIA, high-DPI, multi-window, flex and grid layout, and a widget set that runs from text inputs and pickers up to charts, sparklines, SCADA flowsheets, markdown editors, calendar views and interactive canvases. The proof is that the IDE itself, every window, designer and dialog, is written in it.

Connectivity

Talk to essentially anything without leaving the language: TCP with your own framing for games and custom protocols, HTTP client and server, FTP and FTPS on both sides, SSH and SFTP on both sides, MQTT, Modbus, OPC-UA, serial, email over IMAP, POP3 and SMTP including OAuth2, Microsoft Graph, Telegram and Matrix.

On top of that sits peer-to-peer mesh networking with encrypted tunnels, routing and proxying between nodes, so a fleet of machines can find and talk to each other without a broker in the middle. Every one of these is a channel with the same open, call, close shape and the same security policy, which means the integration code looks the same whether you’re reading data from an instrument over serial or a mailbox over OAuth.

Documents and reporting

A paginated report engine with a real layout model, previewed on screen exactly as it prints, and output to PDF, HTML and DOCX.

Reports bind to contracts, carry sections and bands, present-hints per field, tables of contents with page numbers, line-number gutters and full markdown blocks with configurable spacing.

Barcodes go both ways: generate QR, DataMatrix, Code128, Code39, EAN and I2of5, and scan them back in.

Printing includes direct ESC/POS for receipt and label hardware, and office documents can be read and written. It is the unglamorous half of shipping software to a business, and it is in the box.

Deployment

A finished program packs into a single self-identifying executable with its assets, its libraries, its icon and its security policy embedded, so what you hand over is one file that reports its own version. A native distribution builder stages, checks and zips the runtime, demo and IDE bundles with a checksum manifest, and enforces a never-ship floor so secrets, private keys, development trees and internal runners cannot leak into a release.

The path from a script on your machine to a product in a customer’s hands is a command, not a project.

The manual generator

Point a single tool at your application and it writes the manuals.

It introspects the source for views, symbols, contracts, channels and config, boots the app under a certificate-gated capture mode so the app screenshots its own screens with real data, then drives an AI agent that reads the actual source, function by function and screen by screen, to explain what each control does rather than what it is called.

Out comes an end-user manual, an installer manual and a technical manual, in Markdown and PDF, in the language you asked for, with cover, contents, page numbers and the real screenshots embedded.

Capture is gated by a per-developer signing key bound to the exact script bytes, and can only ever photograph the app’s own views, so the feature that documents your product cannot be turned into a screen grabber. Documentation stops being the thing that never gets written.

The list of changes

MIMERCode 1.30.00 — Release Notes

Release: 1.30.00 (July 2026)
Previous release: 1.20.00 (April 2026)

MIMERCode 1.30.00 is a major feature release. Every subsystem described below is new since 1.20.00: a complete Vulkan-based real-time 3D engine, a full software synthesizer and audio engine, a complete GIS and spatial-analytics engine with map rendering, some thirty new channels, industrial protocol support (OPC-UA, Modbus, MQTT, serial), peer-to-peer mesh networking, LINQ-style queries, a full calendar layer, barcode generation and decoding, a paginated report engine, accessibility support, and a large expansion of the standard library — alongside many fixes and robustness improvements.


Language and runtime

  • Native datetime datatype with a dedicated date/time library, including compiled format parsing.
  • Lambda syntax and LINQ-style queries: λ/lambda expressions with =>, fourteen query verbs, and query … end blocks — automatically routed across the evaluation engines, with a parameterised Sql() escape hatch.
  • Regular expression support throughout the runtime and standard library.
  • WireSchema: declarative binary wire contracts with compilation and runtime engine, plus MsgPack and packet-cursor support for binary protocol work.
  • Linter with rule set R001–R034 for static checking of MIMERCode sources.
  • Resource governance (limits): per-script policies that can throttle, limit, abort, or terminate runaway scripts.
  • Customer extension model: applications can be extended with customer-supplied .mc libraries and native DLLs, gated by the security policy.
  • Unified configuration with secrets split into separate, protected files.
  • StdErr support for console applications.
  • Delphi code emission: MIMERCode GUI applications can be converted to compilable Delphi source. Compiling the emitted code requires the MIMERCode source.

Channels — communication and messaging

  • Email: IMAP (with OAuth2 authentication), POP3, and SMTP channels.
  • Microsoft Graph channel for Microsoft 365 integration.
  • Telegram and Matrix channels extended and documented.
  • acp://: drive theMIMER orchestrator over TCP from external tools, with client, serve, and proxy modes.
  • mimer://: scripted access to the AI-orchestration substrate through sub-channels and providers, with per-call role claims (as:).
  • ai:// (existing channel): improved media support, integrating the new camera and audio capture channels.

Data access

  • Full-text search on db://: backend-abstracted FTS with an fts field modifier on contracts, MigrateFts/RebuildFts/SearchFts methods, and capability probes (SQLite FTS5 backed).
  • kbmSQL query engine integration with join optimization and a capability map, powering the LINQ query verbs over datasets.

Channels — networking and protocols

  • tcp://: generic TCP client and server channel with line/length-prefixed/raw framing, per-client addressing, broadcast, and optional TLS with certificate-fingerprint pinning.
  • ftp://: FTP client and server, sandboxed and configuration-driven, with FTPS support.
  • ssh:// and sftp://: SSH2 and SFTP, both client and server side.
  • zip://: archive reading and writing.
  • Peer mesh networking (peer://, mesh://): encrypted peer-to-peer tunnels with Noise-based handshake, multi-hop routing and multiplexing, one-step invite/join pairing, standing trust realms with zero-knowledge presence gossip, messaging, value streams, fan-out topics, TCP forwarding to a peer’s local services, channel tunnelling (via:), SOCKS/HTTP/CONNECT proxying, L2 forwarding, replay protection, and relay nodes.

Channels — industrial and device I/O

  • OPC-UA: full client implementation including secure channel, sessions, encryption, and value conversion.
  • Modbus channel: bit and register reads/writes (function codes 1–6, 15, 16) plus 32-bit composite values.
  • MQTT channel with QoS levels.
  • Serial port channel.

Media, audio, and synthesis

  • Camera capture (camera://) via DirectShow, V4L2, and HTTP sources.
  • Audio capture (audio://) via WASAPI, ALSA, and HTTP sources.
  • Software synthesizer (synth://) — a complete polyphonic instrument and groovebox:
    • 64-voice polyphony with voice stealing, plus monophonic mode with glide/portamento.
    • Four oscillator engines: band-limited virtual analog (PolyBLEP, 1–3-voice unison, sub-oscillator), 8-frame morphing wavetable, 2-operator FM, and a physically modelled waveguide string spanning pluck-to-hammer (guitar, harp, piano) with inharmonicity, 1–3 coupled detuned strings per note, and a 96-resonance modal soundboard.
    • Multimode resonant filter (low-pass/high-pass/band-pass/notch, 12 or 24 dB/octave) with pre-filter drive and its own envelope; two LFOs and an assignable modulation envelope.
    • 16-slot modulation matrix routing velocity, key, mod wheel, aftertouch, LFO, mod envelope, or random to pitch, cutoff, resonance, amp, pan, wavetable, or FM — with via-source scaling.
    • Expression: MPE-style per-note pitch bend and pressure, per-pitch-class microtuning, master detune, and a six-mode arpeggiator.
    • Sample-accurate step sequencer: a melodic lane with per-step gate and slide plus 8 drum lanes, swing, all locked to one engine clock.
    • Eight synthesized drum voices (kick, snare, hi-hats, clap, tom, rim, cowbell) — no samples.
    • Master FX rack: reverb, waveshaper drive, chorus, ping-pong delay, 3-band EQ, and a stereo compressor.
    • Standard MIDI File load, play, and save with sample-accurate timing; multitimbral General MIDI playback when a SoundFont is loaded.
    • SoundFont 2 sample playback: DAHDSR envelopes, modulation and vibrato LFOs, velocity layers, stereo samples, loop modes, and GM drum kits.
    • Recording and analysis: offline render, WAV bounce, live recording, and a non-stalling oscilloscope tap; instruments and presets are definable and storable.
  • Showcase instruments built on the synth, shipped in the sample library: the MimerMoog Model D — a fully playable, vector-drawn homage to the Minimoog with working knobs, switches, keyboard, and oscilloscope — and a drum machine.

GIS and spatial analytics

The new gis:// channel is a full spatial-computing engine — geometry, analytics, geocoding, raster analysis, data I/O, and map rendering in one channel:

  • Geometry engine: all seven GeoJSON/WKT geometry types with WKB encoding; bounds, centroid, geodesic length/area/distance on the ellipsoid; simplify (Douglas–Peucker, topology-preserving variant), densify, snap-to-grid, explode/collect, and geometry repair (MakeValid).
  • Spatial predicates: the complete DE-9IM set — contains, intersects, within, covers, touches, crosses, overlaps, equals, disjoint — plus raw relate-matrix queries.
  • Constructive geometry: boolean overlay (union, intersection, difference, symmetric difference), clip, dissolve, and buffer.
  • Analytics: attribute and spatial selection, grouped summary statistics, topology cleaning (line noding and planarization, grade-separation aware so bridges and tunnels are not welded into false junctions), and duplicate detection.
  • Network analysis: shortest-path routing, service areas/isochrones (marching-squares cost surfaces with holes), and closest-facility search — with cost models (time, fuel, toll, any attribute), vehicle profiles (height/weight/access restrictions), one-way streets, turn restrictions, elevation-aware climb cost, and reverse-direction catchments. Persistent build-once-query-many networks.
  • Geocoding: local gazetteer matching with fuzzy scoring, street-address interpolation (TIGER/Line method), reverse geocoding, and hosted geocoding via Google and HERE.
  • Raster and terrain analysis: DEMs from arrays, ESRI ASCII grids, or GeoTIFF/COG; slope, aspect, and hillshade (Horn’s method); map algebra, reclassification, and contour extraction; rendering to shaded-relief images or draping straight onto a scene3d:// terrain mesh.
  • Spatial indexing: bulk-loaded R-trees with window, k-nearest, and index-accelerated predicate queries.
  • Computational geometry: Delaunay triangulation, Voronoi diagrams, convex and concave hulls.
  • CRS and geodesy engine: ECEF conversions, 7-parameter Helmert datum shifts through a WGS84 hub, UTM/Mercator/Lambert/polar-stereographic projections, dozens of national EPSG grids, MGRS grid references, and ENU/NED local frames.
  • Data I/O: ESRI shapefile read/write, GeoPackage (read, write, windowed R-tree-indexed queries of on-disk files, and transactional in-place editing), GPX and KML, and MVT vector tiles.
  • Maps and rendering: a layered map document with a 2D compositor rendered into the GUI, slippy-tile basemaps, a zoomable vector globe, ArcGIS/Esri and OGC WFS/WMS interoperability, and a persistent tile/resource cache (file or SQLite backend) with offline packs and offline-only operation.
  • Scale-continuous reference frames: one nested frame graph from parsecs down to millimetres — “where on Earth?” and “where on this desk?” through the same API.

Related: the units:// channel provides unit conversion across 400+ units in 46 dimensions, with parsing and formatting.

Medical and compliance

  • Clinical channel (clinical://) with medical calculators and reference ranges.
  • FHIR channel (fhir://) for healthcare interoperability, with a data-model helper library.
  • Audit channel (audit://): named, process-wide, tamper-evident (hash-chained) audit trails with persistence.
  • Secret store (secret://) for managed secret access.

Calendars and scheduling

  • Calendar layer covering 21 calendar systems, including Chinese, Bahá’í, Mayan, and French Republican, with astronomical holiday computation.
  • iCal/RRULE support including recurring events with carried fields and expansion.
  • Roster/shift-cycle library for workforce scheduling.

Barcodes, reporting, and printing

  • Barcode generation and decoding: QR, DataMatrix, Code128, Code39, EAN, and Interleaved 2 of 5, with export to PDF, HTML, and DOCX.
  • Report engine: paginated report generation to PDF, HTML, and DOCX, with index/table-of-contents widgets, charts, and line-numbered code blocks.
  • Print channel (print://) with ESC/POS, CUPS, and Windows printing backends.

GUI framework

  • Date, time, and calendar widgets, including a calendar view with multiple view modes.
  • Toast and dialog overlays.
  • Canvas expressions and instancing for high-performance custom drawing.
  • Accessibility: UI Automation (UIA) support.
  • Internationalization: i18n:// channel with _()/_X()/_D() translation functions, plural and context forms, automatic view-property translation, a learn-translate-ship workflow with language files, per-session language switching, and locale-aware unit conversion and decomposition.
  • Skinning and syntax-highlighting profiles.
  • High-DPI fix via automatically generated manifest resources.
  • Grid layout, selectable labels, text direction (RTL and vertical), mouse wheel input, and numerous widget refinements.

3D engine (Scene3D)

1.30.00 introduces a complete, self-contained real-time 3D engine, exposed through the scene3d:// channel and the declarative Scene view flavor, running on a dedicated 3D runner. In runtime feature completeness it stands comparison with dedicated game engines at the top of the range — driven entirely from MIMERCode script, with no external engine dependency.

  • Vulkan renderer with physically based lighting, shadows, bloom, SSAO, screen-space reflections, and volumetric fog with god rays.
  • Model loading: glTF and OBJ.
  • Physics: rigid bodies, plasticity, fracture, and composite welds.
  • Water and fluids: water surfaces plus GPU particle-based (PBF) fluid simulation.
  • GPU compute: particle systems, skinning, custom kernels, and agent grids.
  • Procedural generators: planets, terrain, vehicles, decals, and procedural textures.
  • Terrain and water samplers for gameplay integration, and in-scene GUI panels (screen-docked or world-placed).

Standard library additions

New or substantially expanded units: barcode, bytes, calendar, calendar view, checksum, Chinese calendar, color, constants, contracts, crypto, datetime, events, finance, geo, holidays, iCal, image (EXIF, PNG, transforms, vision), i18n, language utilities, media, MsgPack, packet cursor, print, report, roster, statistics, biostatistics, wire schema, and XML.

Security and deployment

  • Role-based policy gating: requires_role on security-policy rules, satisfied by per-call as: role claims.
  • Portable path macros: <Documents>-style macros expanded and resolved fail-closed, so policies and configs deploy across machines without hardcoded paths.
  • WinSSL/SChannel TLS backend selectable process-wide (client and server) — HTTPS without shipping OpenSSL DLLs, using the OS certificate store.
  • Per-test security policies in the unit-test harness; policies are relative and portable.

Quality

  • Migrated the test suite to kbmUnitTest; the full suite (4,800+ tests) passes.
  • Documentation set expanded with per-channel and per-library references; all documentation code examples are parser-verified.

MIMERCode is © 2026 Components4Developers.

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