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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

#81

Maybe I would make a good game dev after all: I have no interest in making a language, would be happy knocking one up in JS

These days there are even cross platform PHP game engines/frameworks... for most ideas that can be executed by one person - use what you know!

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

#82

I don't know what it is about game development that really brings out the yak shaving in people. One time, about 8 years ago, I backed a game called Nowhere[1] by a very talented programmer. The original premise was an alien life simulator. Well, it's been eight years, and development is still going strong! The developer is currently working on the String implementation for the programming language he invented[2], wh…

The name is apt then, since its nowhere :)

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

#83

I don't know what it is about game development that really brings out the yak shaving in people. One time, about 8 years ago, I backed a game called Nowhere[1] by a very talented programmer. The original premise was an alien life simulator. Well, it's been eight years, and development is still going strong! The developer is currently working on the String implementation for the programming language he invented[2], wh…

I think a lot of people get into game development to go back in time to their early experiences of computing. Before all the enterprise projects, before all the tools and frameworks, before all the tiring interactions with people and teams and managers and customers. Just an empty BASIC prompt, just a blank C file. It’s a search for a blank slate, open to infinite creative possibilities, before the world put everything in boxes within boxes within boxes and drained much of the joy from these magical machines. Finishing a game is coming back up for air, who’d want that?

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

#84
post #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 nam…

> [D]on't make the mistake C, C++, and Rust did, using a prefix dereference operator.

This is only a mistake when the deference is frequently followed by postfix operators, in most cases field and method accesses. Unlike C or C++, Rust does auto-dereference that essentially eliminates such situations and thus a prefix operator doesn't do much harm.

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

#85

I don't know what it is about game development that really brings out the yak shaving in people. One time, about 8 years ago, I backed a game called Nowhere[1] by a very talented programmer. The original premise was an alien life simulator. Well, it's been eight years, and development is still going strong! The developer is currently working on the String implementation for the programming language he invented[2], wh…

>I don't know what it is about game development that really brings out the yak shaving in people.

People get into game development because they want to have fun programming. Getting projects done involves a lot of things that are not fun, so it usually goes nowhere because the incentives are misaligned.

I've noticed this in many hobby professions - eg. hobby woodworkers spending more time on creating workbenches/tools/jigs/sleds than actually building some projects, hobby guitar players spending more time on gear than playing, etc. and I'm 100% guilty of it as well.

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

#86

Earlier quoted context omitted.

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.

The wood part is called the 'blade' in English and there are MANY different brands and models. They come in either 5 ply or 7 ply, where it might be full (5 or 7) wood or 5 wood plies + 2 thin carbon wafers. I use a carbon blade (Viscaria) - they are more stiff with less vibration, or feedback, but generally have a higher speed ceiling and larger sweet spot at the expense of a little bit of control at lower speeds (gears). The other component of a setup is the rubbers, you can have one black rubber and one red rubber (although new colours are soon being made an official part of the sport) - generally they're split into two categories "tensors" and "tacky" or "chinese" rubbers and recently "hybrid" rubbers. Rubbers are comprised of a sponge and a top-sheet - which manufacturers can customise to produce different playing characteristics. Long story short: tensor rubbers historically were favoured by Europeans (on both sides, whereas Chinese would use a hard tacky rubber on forehand + softer tensor backhand) and are more elastic with built in catapult effect. They require less physical effort to produce good spin and speed. Tacky Chinese rubbers are very hard with a very tacky surface, the harder sponge makes them easier to control at low gears (close to the net for short game) and have great top-end spin as well as spin on serves. They require more physical exertion and efficient use of the body to use effectively (although there are also substances called "booster" which we apply to make hard tacky rubbers come alive). Hybrids are a sort of mixture of the two that have become popular with the new 40mm plastic ball and can be used on either side. Typically you will use a harder rubber on the forehand than on the backhand, but it's up to personal preference.

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

#87
post #75
post #64

Earlier quoted context omitted.

C# is very fast on average, but due to its runtime/GC it won't give you the consistent performance you need for game engine internals, which is what they meant by "slow".

Unless we are talking about Assembly, all languages have runtimes. As for the GC, it can be turned on in critical code paths, C# supports manual and stack memory allocation. Profilers exist, many console games have been shipped in C#, besides Unity, there are Xenko, FNA and MonoGame custom builds for game consoles. Compare the demo on the blog with, https://store.steampowered.com/app/236090/Dust_An_Elysian_Ta... http…

> Unless we are talking about Assembly, all languages have runtimes.

My point was that some languages have heavier runtimes than others (out of the box, at least).

And yes, C# is very popular for gameplay code, but I'm talking about the parts of an engine that typically use systems programming languages. Even then, you can shoehorn C# into that role with some tweaking and AoT compilation (which is a testament to the C# ecosystem's versatility). But I was just explaining why I think the word "slow" was used regarding the C# language in general, even though it's not perfectly technically correct.

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

#88

Earlier quoted context omitted.

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.

"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." - Erm, nope. You might be talking about people relying on UI component libraries, which has nothing to do with React.

I've been using React full time almost since its first release and I somewhat agree with the previous comment. While the choice of framework usually doesn't really restrict what can be done; it's often easier/harder to do specific things with a given framework.

For example; animations responding to user interactions are easier to do in frameworks with an OOP approach. It is generally more "different" in a declarative way. So most React apps simply don't have those. There are lots of small things like this that over time make React apps feel Reacty.

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

#90

I don't know what it is about game development that really brings out the yak shaving in people. One time, about 8 years ago, I backed a game called Nowhere[1] by a very talented programmer. The original premise was an alien life simulator. Well, it's been eight years, and development is still going strong! The developer is currently working on the String implementation for the programming language he invented[2], wh…

    Well, it's been eight years, and development is still going strong!

    The developer is currently working on the String implementation for the programming language he invented[2], which he's using to write the other programming language he invented[3], which is eventually going to be used to write the game.
Haha, sorry but was that intentionally snarky or just happened to be?
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