Accidentally making a language, for an engine, for a game
1–10 of 232 posts
Re: Accidentally making a language, for an engine, for a game
#2For anyone interested in how that code would get zero memory safety overhead without the classic borrow checker, a big part of it is because of the "region borrow checker" [0]. There are some other factors (iso regions, hybrid-generational-memory, etc.) but region borrow checking is the big one.
Re: Accidentally making a language, for an engine, for a game
#3But not like creating a typesetting system to use to write your book.
It seems like it is shaping up to a pretty nice language. But writing the compiler in itself is very 20th-century. Just add a parser to LLVM or Gcc and call it good.
But don't make the mistake C, C++, and Rust did, using a prefix dereference operator. Pascal got that one right.
BTW: "get" in a pure function name is code smell. More generally, transitive verbs in pure function names are code smell.
Re: Accidentally making a language, for an engine, for a game
#4Re: Accidentally making a language, for an engine, for a game
#5Also, how’s the compile time? If it’s too long won’t it drive you crazy?
Re: Accidentally making a language, for an engine, for a game
#6Always a pleasant surprise to be scrolling through HN and seeing one of my articles on the front page! For anyone interested in how that code would get zero memory safety overhead without the classic borrow checker, a big part of it is because of the "region borrow checker" [0]. There are some other factors (iso regions, hybrid-generational-memory, etc.) but region borrow checking is the big one. [0] https://verdagon…
Re: Accidentally making a language, for an engine, for a game
#7> It's like I've been driving a Honda Civic in city traffic, and now I'm in a BMW cruising down the highway.
There's a certain satisfaction in doing my own thing, even if it's crappy. Like Gilfoyle's electric car in "Silicon Valley".
Re: Accidentally making a language, for an engine, for a game
#8Re: Accidentally making a language, for an engine, for a game
#9Scala for a game engine seems like an odd choice. What was the initial decision to choose it? Also, how’s the compile time? If it’s too long won’t it drive you crazy?
Re: Accidentally making a language, for an engine, for a game
#10Scala for a game engine seems like an odd choice. What was the initial decision to choose it? Also, how’s the compile time? If it’s too long won’t it drive you crazy?