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Show HN: C# Game Engine with its own scripting language and IDE

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Re: Show HN: C# Game Engine with its own scripting language and IDE

#11
post #9
post #4

Earlier quoted context omitted.

The benefit of engaging with a project like this is that you gain a very plausible set of excuses that can be leveraged when you find out that making the game is the actual hard part. Firing up godot/unity/unreal eliminates an entire universe of reasons for why you haven't shipped more content today. Tools that "just work" can feel like brutal exposure when you don't have a creative vision to follow.

[flagged]

> Do you make it a habit of shitting on other people hobbies? Maybe I should try doing the same! Lets go:

> The toxicity of the game community of constantly shitting in something they can't do and can't understand needs to fucking stop.

In your rage, I think you replied to the wrong person maybe?

Re: Show HN: C# Game Engine with its own scripting language and IDE

#12
post #9

Earlier quoted context omitted.

[flagged]

> Do you make it a habit of shitting on other people hobbies? Maybe I should try doing the same! Lets go: > The toxicity of the game community of constantly shitting in something they can't do and can't understand needs to fucking stop. In your rage, I think you replied to the wrong person maybe?

Definitely not.

Replying to the trope that exists in gamedev that "making the game is the only valuable thing, people who make engines are just making excuses".

> Firing up godot/unity/unreal eliminates an entire universe of reasons for why you haven't shipped more content today

Not everyone wants to "ship content".

> brutal exposure when you don't have a creative vision to follow

Also assumes everyone must have or follow a creative vision.

EDIT: And yeah, I'm tired of people collectively shitting on other people's project in HN without even looking at it, or without considering why not having monocultures is good.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#13
post #2

This is a massive undertaking... building a whole language + IDE + engine from scratch is insane. I am curious: what made you go with a custom language instead of just embedding Lua or something? Was it a learning thing, or do you think Exp brings something Lua (or GML) doesn't?

As somebody else with a game engine that has its own scripting language:

AI is incredibly good at making scripting languages with your ideal dream syntax/functionality. It's pretty fun to use it.

(No, neither my engine nor my language is worth using and never will be)

Re: Show HN: C# Game Engine with its own scripting language and IDE

#14
The inspiration on GameMaker is clear and very much appreciated.

Can the IDE run on other OSes besides Windows? You seem to be using WinForms.I tried building it and running through Wine, but it didn't work.

Congrats on the project, making an IDE is no easy task. I believe there's room for a game engine to offer what GameMaker 8.1 used to (near instant runs, extremely fast iteration time for 2D games).

Re: Show HN: C# Game Engine with its own scripting language and IDE

#15
To any aspiring game developers out there: If you need AAA-equivalent graphics and are willing to tank the overhead, use UE5. Otherwise, homebrew everything in the language you prefer (use an LLM, make sure you understand the architecture perfectly).

Using a half-baked semi-supported game engine which you don't understand will destroy your project sooner or later. The cognitive overhead of understanding someone else's code is far, far higher than using your own. If you can't handle any of this, get a developer on board who can - you aren't equipped for this.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#16
post #12

Earlier quoted context omitted.

> Do you make it a habit of shitting on other people hobbies? Maybe I should try doing the same! Lets go: > The toxicity of the game community of constantly shitting in something they can't do and can't understand needs to fucking stop. In your rage, I think you replied to the wrong person maybe?

Definitely not. Replying to the trope that exists in gamedev that "making the game is the only valuable thing, people who make engines are just making excuses". > Firing up godot/unity/unreal eliminates an entire universe of reasons for why you haven't shipped more content today Not everyone wants to "ship content". > brutal exposure when you don't have a creative vision to follow Also assumes everyone must have or f…

> EDIT: And yeah, I'm tired of people collectively shitting on other people's project in HN without even looking at it, or without considering why not having monocultures is good.

The person you replied to simply wrote the following, which seems like the opposite of shitting on the project this post is about:

"The benefit of engaging with a project like this is that you gain a very plausible set of excuses that can be leveraged when you find out that making the game is the actual hard part. Firing up godot/unity/unreal eliminates an entire universe of reasons for why you haven't shipped more content today. Tools that "just work" can feel like brutal exposure when you don't have a creative vision to follow."

Not meaning to argue; maybe we're just getting our lines crossed.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#17
post #2

This is a massive undertaking... building a whole language + IDE + engine from scratch is insane. I am curious: what made you go with a custom language instead of just embedding Lua or something? Was it a learning thing, or do you think Exp brings something Lua (or GML) doesn't?

Reminds me of the Tomorrow Corporation (developer of World of Goo) tech demo: https://www.youtube.com/watch?v=72y2EC5fkcE

Their entire stack is custom (language, compiler, IDE, build system, engine). Has neat features like time-travelling debugging and instant hot-reloading for code and assets.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#18
post #17
post #2

This is a massive undertaking... building a whole language + IDE + engine from scratch is insane. I am curious: what made you go with a custom language instead of just embedding Lua or something? Was it a learning thing, or do you think Exp brings something Lua (or GML) doesn't?

Reminds me of the Tomorrow Corporation (developer of World of Goo) tech demo: https://www.youtube.com/watch?v=72y2EC5fkcE Their entire stack is custom (language, compiler, IDE, build system, engine). Has neat features like time-travelling debugging and instant hot-reloading for code and assets.

What's time traveling debugging?

Re: Show HN: C# Game Engine with its own scripting language and IDE

#19
I think if you're looking for other people to use your game engine, it helps to have one killer feature. I'm not clear what yours is at this point. Even if your killer feature is not something you have yet completely implemented, but it is simply a long-term goal, I think it is worth listing that front and center.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#20

To any aspiring game developers out there: If you need AAA-equivalent graphics and are willing to tank the overhead, use UE5. Otherwise, homebrew everything in the language you prefer (use an LLM, make sure you understand the architecture perfectly). Using a half-baked semi-supported game engine which you don't understand will destroy your project sooner or later. The cognitive overhead of understanding someone else'…

Eh, what's wrong with using Unity or Godot or GameMaker?
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