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

verdagon.dev

31–40 of 232 posts

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

#31

There 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'm working on breeding hairier yaks, so you don't need as many to shave.

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

#32
post #16

There 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)

That’s the total opposite of yak shaving, but in the most hilarious way. Layers upon layers of systems and protocols to maintain legacy systems… lazily use a bunch of glue and duck tape to build the whole thing… and it miraculously works!

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

#33

Earlier quoted context omitted.

You should check out the comment section of a woodcrafting (or the like) Youtube channel. I think 'tool obsession' is probably a personality trait and one you're more likely to see in your day to day in programmers than in other crafters due to proximity to the internet. Oh, sewing rooms are another good hit for that as well.

In Table Tennis we call it "being an EJ" or "EJ-ing" where EJ stands for Equipment Junkie.

..what kind of equipment do you even get in Table Tennis? I understand there are different makes of paddles but I thought it was limited to a couple materials applied to one or both sides. If you don't mind I'd love to know more.

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

#34
post #19

It's interesting that this phenomenon is much more prevalent in game development, as opposed to (for example) web development: some people build their own web development frameworks, but it seems like every game dev tries to make an engine at some point. My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements…

I've worked with a lot of game engines, and indeed made my own engines and editors.

My reason for making my own was partly that it felt like less work to write what I needed than to learn the intricacies of an existing engine. Also, back then the big engines didn't have as generous licenses as now.

As for Unity and Unreal: I found them both very easy to get into and get productive with.

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

#35
post #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.

Many years ago I was turned off at Scala for its weird ergonomics (relying heavily on implicits, also the syntax is too wild for my taste) and large build times, along with Project Valhalla still not being finished. Maybe things have gone better for Scala 3?

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

#36
post #19

It's interesting that this phenomenon is much more prevalent in game development, as opposed to (for example) web development: some people build their own web development frameworks, but it seems like every game dev tries to make an engine at some point. My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements…

Because making websites isn’t near as fun as making games.

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

#37
post #19

It's interesting that this phenomenon is much more prevalent in game development, as opposed to (for example) web development: some people build their own web development frameworks, but it seems like every game dev tries to make an engine at some point. My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements…

For me, at least, I like to write my own engines to get the end-user experience I want. Every game engine comes with a million little decisions about how games should work by default, and writing my own engine lets me make those decisions for myself.

In the same way, every React app eventually starts to look and act like the Reddit redesign, but many web developers consider that more of a benefit than a drawback.

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

#39
post #22

I don’t get why are programmers so obsessed with the tools they use for the job? More than any profession

You should see the arguments gardeners can get into over lawnmowers

I am only moderately into gardening and somehow I've ended up with three lawnmowers.

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

#40
post #16

There 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)

That's such a good article! The pain, suffering and mind-numbing boredom of SUCCESS ...
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