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Accidentally making a language, for an engine, for a game

verdagon.dev

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Re: Accidentally making a language, for an engine, for a game

#2
Always 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.dev/blog/zero-cost-refs-regions

Re: Accidentally making a language, for an engine, for a game

#3
That just seems like poor discipline.

But 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

#6
post #2

Always 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…

It was Fred Brooks, not Confucius who said that, but I think you got the date right.

Re: Accidentally making a language, for an engine, for a game

#7
Hey, making games isn't my job, so I'm just as happy making OpenGL demos instead of games.

> 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

#9
post #5

Scala 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?

Was Scala used for the game engine? It sounded to me like it was just used to write the compiler for Vale.

Re: Accidentally making a language, for an engine, for a game

#10
post #5

Scala 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?

Sounds like it was for the compiler, not the engine itself. IMO Scala is the best general-purpose language going, but it's particularly good for data transformation, so it's a good fit for compilers.
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