Earlier quoted context omitted.
Over the past decade, I watched HN's and Reddit's hype waves cycle through server-side JavaScript, Golang, Haskell, and now Rust. With plenty of secondary favorites in the mix like Julia, Nim, Zig, etc. A lot of these things do find some modest niche to survive in. But none really take over the world as originally forecast by the hype wave. Ultimately, you either enjoy tinkering with programming languages for persona…
I’ve also observed these waves, but never about a language that you can’t actually go pick up a compiler or interpreter for. Jai is unique in that sense. Who’s actually getting into these closed betas?
Porting 58k lines of D and C++ to Jai
51–60 of 264 posts
Re: Porting 58k lines of D and C++ to Jai
#52Re: Porting 58k lines of D and C++ to Jai
#53This person might as well said that he is not planning to finish his game. Screwing around with tooling and languages seems to be a common pitfall to not finishing a game. Why not just use the best ecosystem like Unreal/Unity and get the game out of the door fast?
Re: Porting 58k lines of D and C++ to Jai
#54I'm really interested to see Jai in the wild, but I have to say I find the Jai v.s. Rust comparison here...unconvincing to say to least. It's particularly funny to be excited about "being able to do anything during compilation" using Jai and then complain to that the #1 problem in programming is "culturally tolerated and even encouraged complexity."
Complexity often arises from restrictions on "anything", rather than people actually doing anything.
Re: Porting 58k lines of D and C++ to Jai
#55I don’t understand how this language is planning on ever seeing adoption when it’s been restricted from open use since it’s inception. Seems like vaporware.
Over the past decade, I watched HN's and Reddit's hype waves cycle through server-side JavaScript, Golang, Haskell, and now Rust. With plenty of secondary favorites in the mix like Julia, Nim, Zig, etc. A lot of these things do find some modest niche to survive in. But none really take over the world as originally forecast by the hype wave. Ultimately, you either enjoy tinkering with programming languages for persona…
Re: Porting 58k lines of D and C++ to Jai
#56Earlier quoted context omitted.
Over the past decade, I watched HN's and Reddit's hype waves cycle through server-side JavaScript, Golang, Haskell, and now Rust. With plenty of secondary favorites in the mix like Julia, Nim, Zig, etc. A lot of these things do find some modest niche to survive in. But none really take over the world as originally forecast by the hype wave. Ultimately, you either enjoy tinkering with programming languages for persona…
I'm starting to actually believe that Rust will eat C's lunch for systems programming.
It may be the case that some people use Rust but without Rust jobs, there will be no pool of experienced developers to later draw on.
Re: Porting 58k lines of D and C++ to Jai
#57This person might as well said that he is not planning to finish his game. Screwing around with tooling and languages seems to be a common pitfall to not finishing a game. Why not just use the best ecosystem like Unreal/Unity and get the game out of the door fast?
laughable. absolutely laughable.
I'm not even talking about politics of using an engine versus writing one; unity and unreal are complex tools with their own problems. if you value what you are producing, and if you value quality and you want your game to be just the way you want it, Unity and Unreal will fight you just as hard as D or C++ have been for the blog author.
Unity/Unreal are also simply not capable of a lot of things. They are definitely not a pure win for someone making a game.
Re: Porting 58k lines of D and C++ to Jai
#58This person might as well said that he is not planning to finish his game. Screwing around with tooling and languages seems to be a common pitfall to not finishing a game. Why not just use the best ecosystem like Unreal/Unity and get the game out of the door fast?
But at what cost? Using Unity/Unreal incur the cost of lower flexibility in your design, more time spent learning "the unreal way"/"the unity way", and a finished product that looks and feels like every other unity/unreal game.
Of course the argument for unity/unreal is also true: Building your own game engine takes lots and lots of time.
So it's a tradeoff, like all things.
Re: Porting 58k lines of D and C++ to Jai
#59I don’t understand how this language is planning on ever seeing adoption when it’s been restricted from open use since it’s inception. Seems like vaporware.
I think Jonathan Blow's main goal is to make his dream game programming language so that he can be happier while developing all of his future games. Widespread adoption by others is only a secondary concern. He also doesn't want to push it out to the general public until he feels it's ready, and wants to take the time to get it right first.
Re: Porting 58k lines of D and C++ to Jai
#60Earlier quoted context omitted.
> Supports x86 architecture only No native macOS then? > No virtual functions > Jai is less dogmatic okay
> No native macOS then? Or Pi, or iOS, or practically all Android hardware… Kind of a non-starter IMO. Maybe this was marginally acceptable when the language started in '14 but it becomes less so every year.
Jon is writing it for his needs, and this thread is full of people saying "it doesn't meet my needs!" So what? it's not for you!