Viewing profile — _samt_
_samt_
HN member- Joined
- Mon, Apr 05, 2021, 6:26 AM UTC
- HN karma
- 95
- Public activity
- 57 items
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About _samt_
Recent public activity
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Comment #48949673
Good catch, thanks. The release archive currently extracts directly into the working directory. I'll package future releases into a dedicated top-level directory to avoid clutterin…
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Comment #48948166
Yes that's it
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Comment #48945906
Thank you! I'd be very interested in your feedback once you've had a chance to explore the codebase. Multi-platform GUI support is definitely something I'd like to see emerge throu…
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Comment #48945890
Probably not today. Love.js is already a mature solution for running Love2D games in the browser through WebAssembly. Clx currently focuses on ahead-of-time compilation to native e…
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Comment #48945884
That's an interesting idea. Loading precompiled CLX modules is a different problem though. In theory, a native module could be loaded and executed with a restricted environment, si…
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Comment #48944933
That sounds like a very interesting use case! This is exactly the kind of scenario where I think third-party clx modules make sense: keep the core runtime portable and let platform…
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Comment #48944868
That would be interesting! Since clx generates portable C++, targeting WebAssembly through Emscripten is theoretically possible. The challenge is that Love2D does not really expose…
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Comment #48944754
Thanks! That's an interesting idea, but I'd probably lean towards a third-party clx module rather than adding Objective-C runtime support directly to clx. Since clx already exposes…
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Comment #48944607
Thanks! - clx compiles directly from Lua source code. It has its own parser and C++20 code generator; it does not use Lua bytecode - The goal isn't necessarily to beat Lua, but som…
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Comment #48944573
loadfile() isn't implemented in clx, and neither are the other dynamic code-loading features. Supporting them would require runtime code interpretation, which doesn't fit clx's cur…
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Comment #48943526
My bad ! There wasn't a strong reason to target C++20 specifically. I simply choose the latest standard available at the time as started experiments. In practice, the code generato…
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Comment #48943402
I wasn't familiar with Shedskin, I'll take a look ! The optimization I'm most proud of is native type specialization when possible, allowing many values to stay as int64_t or doubl…
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Comment #48943360
Yes, game development is one of the use cases I had in mind. Since Clx is fully ahead-of-time compiled, it avoids the JIT restrictions present on iOS and relies on the platform's n…
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Comment #48943320
Yes, Clx generates C++20. The main motivation wasn't a particular C++20 feature, but using GCC, Clang and MSVC as a portable optimization and code generation backend instead of LLV…
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Show HN: Clx – Compile Lua to Native Executables Through C++20
Hi HN, clx is an ahead-of-time compiler for standard Lua that generates C++20 and produces standalone native executables through GCC, Clang or MSVC. The project started as an exper…
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Comment #45260745
I'm thrilled to announce the latest version of rtc, a standalone tool that compiles your Lua 5.4.8 scripts into native Windows .exe applications—no Makefile, no C compiler, and no …
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Comment #43421428
LuaRT extends Lua 5.4 -a language valued for its beginner-friendly syntax and simplicity- to create console and desktop applications on Windows. It includes runtime modules and too…
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Comment #40493484
Maybe because Lua is an easy and interpreted programming language for beginners ? Maybe such a big solution is not needed for tiny sized projects ? Maybe we don't need fatty big ex…