Reminds me of the time the FoundationDB team wrote a compiler to write a simulator to test their database: https://www.youtube.com/watch?v=4fFDFbi3toc
Accidentally making a language, for an engine, for a game
11–20 of 232 posts
Re: Accidentally making a language, for an engine, for a game
#12Always 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
#13That 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 nam…
Re: Accidentally making a language, for an engine, for a game
#14I've writing a Rust based canvas engine, with content via my own IDE, the runtime is fed data via WebSocket using my own API protocol, web proxy routing through a streaming and distributed load balancer using a new protocol, landing on my back-end platform running my own language, writing deltas to my own data store. https://www.adama-platform.com/
Why? For board game glory!
Re: Accidentally making a language, for an engine, for a game
#15More than any profession
Re: Accidentally making a language, for an engine, for a game
#16There should be a competition of yak shaving. I've writing a Rust based canvas engine, with content via my own IDE, the runtime is fed data via WebSocket using my own API protocol, web proxy routing through a streaming and distributed load balancer using a new protocol, landing on my back-end platform running my own language, writing deltas to my own data store. https://www.adama-platform.com/ Why? For board game glo…
> I mean, we are running Access in Wine in X11 on Linux in an isolated user account on our server slice that revision controls your Access database in git, and we're displaying it using VNC in your web browser in flash. People can't possibly want that. But they need it.
https://apenwarr.ca/log/20120326
(Not mine, but seems relevant)
Re: Accidentally making a language, for an engine, for a game
#17I don’t get why are programmers so obsessed with the tools they use for the job? More than any profession
Re: Accidentally making a language, for an engine, for a game
#18I don’t get why are programmers so obsessed with the tools they use for the job? More than any profession
Re: Accidentally making a language, for an engine, for a game
#19My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements. Unreal and Unity by comparison are unpleasant to work in. The UI is clunky, the examples cap out after a certain point of complexity, and community input is almost nothing when compared to the Django, Express, Rails, or language-specific ecosystems.
Anyway, I can't say I've ever made it far enough down the rabbit hole to want to make my own language... but I know for me, the desire to make my own engine* has punctuated every attempt over the years to get better at both Unity and Unreal
*Acknowledgment that I might be partially disproving my own point, as I've tried to build both my own web framework, AND my own game engine... but I spent a lot more time on the game engine (https://github.com/RobertTownley/gamehook)
Re: Accidentally making a language, for an engine, for a game
#20There should be a competition of yak shaving. I've writing a Rust based canvas engine, with content via my own IDE, the runtime is fed data via WebSocket using my own API protocol, web proxy routing through a streaming and distributed load balancer using a new protocol, landing on my back-end platform running my own language, writing deltas to my own data store. https://www.adama-platform.com/ Why? For board game glo…
It's not quite yak shaving, but it certainly is... something: > I mean, we are running Access in Wine in X11 on Linux in an isolated user account on our server slice that revision controls your Access database in git, and we're displaying it using VNC in your web browser in flash. People can't possibly want that. But they need it. https://apenwarr.ca/log/20120326 (Not mine, but seems relevant)