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Type system of Fortnite's Verse language

brianmckenna.org

81–90 of 159 posts

Re: Type system of Fortnite's Verse language

#81

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C/C++/C# are indeed often used for game programming but when it comes to gameplay logic scripting there's a lot more options. Lua, blueprint, lisp, angelscript, unity's graph language etc..

Yeah, Lua is super common. Not exactly sure why, but it really is.

Lua is super common because it's super easy to embed into a C(++) project.

Re: Type system of Fortnite's Verse language

#82

Earlier quoted context omitted.

C/C++/C# are indeed often used for game programming but when it comes to gameplay logic scripting there's a lot more options. Lua, blueprint, lisp, angelscript, unity's graph language etc..

Yeah, Lua is super common. Not exactly sure why, but it really is.

If I remember correctly, one of the main original reasons was that it was super easy to embed.

Re: Type system of Fortnite's Verse language

#83
post #79
post #27

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Sounds more like TCL than LISP. (Of course there are those who consider TCL part of the LISP family). > So... the weird characters? We dealt with them as kids, that's no weirder than LOGO. Most kids didn't learn much from LOGO. AIUI the best available research on learning programming (which is very limited) says that weird characters are a barrier to understanding, and so is case sensitivity.

LOGO was written decades before TCL and even half a decade before Smalltalk (which Wikipedia lists as one of the languages that LOGO influenced). > The first four years of Logo research, development and teaching work was done at BBN. The first implementation of Logo, called Ghost, was written in LISP on a PDP-1. The goal was to create a mathematical land where children could play with words and sentences. Modeled on…

Few would consider Smalltalk to be a LISP.

Re: Type system of Fortnite's Verse language

#84

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Or they might be just creating a Yet Another Language precisely because they are luminaries of functional programming. Those often tend to chase a yet another unattainable dream of "the one true functional language". When you type the words "the really know what they are doing" when talking about a language for game programming , I would expect people who know about game programming first, and about language design s…

Why would Epic, owners of the primary reason why C++ is gravitated towards in game programming, spend time and money creating Yet Another Language just to satiate luminaries?

C++ was already a big thing in game development before Unreal was anything to care about.

Re: Type system of Fortnite's Verse language

#85
post #12
post #5

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At the same time… the language is interesting , and I’m sure it’s technically very well designed, but I’m not sure it’s a good fit for the task they’ve got. The apparent goal is for this to allow anybody to democratically contribute to Fortnite (a game most popular with a fairly young audience), but the language feels very technical and not-beginner-friendly to me. For example, it’s fairly symbol-heavy (making it int…

+1 to this. If anything, you have a language that looks like it was made by luminaries, for luminaries. If you want something that would get kids that wanted to get into programming to create custom Fortnite modes, you want something that looks closer to Scratch or Python. I want to say Roblox has made programming quite accessible to children iirc

Roblox uses Lua, right?

I think Redstone in Minecraft are good examples of introduction to programming via visual programming languages. Something you can really feel and play around with. I'm not sure how Verse or Lua are integrated into their respective games but it's really hard to imagine kids being able to get into these languages without something that gives immediate visual feedback

Re: Type system of Fortnite's Verse language

#86
post #82

Earlier quoted context omitted.

Yeah, Lua is super common. Not exactly sure why, but it really is.

If I remember correctly, one of the main original reasons was that it was super easy to embed.

Isn't that true of Python as well?

Re: Type system of Fortnite's Verse language

#88
post #82

Earlier quoted context omitted.

If I remember correctly, one of the main original reasons was that it was super easy to embed.

Isn't that true of Python as well?

Long ago I evaluated a few scripting languages to add to a Doom engine, I think I considered Ruby, Lua, Python, JavaScript, and Squirrel. I ended up choosing Lua because:

- easy to embed

- good ecosystem (in particular needed Lua GObject Introspection for pangocairo)

- usable from C (not just C++)

- not white space sensitive

- skills translate to programming in the large

- it's fast

A lot of games let you write little snippets of code or what have you in a console or text box. Python is really bad at handling that because of its whitespace sensitivity. It's also the slowest popular language by far.

Re: Type system of Fortnite's Verse language

#89
post #82

Earlier quoted context omitted.

Yeah, Lua is super common. Not exactly sure why, but it really is.

If I remember correctly, one of the main original reasons was that it was super easy to embed.

I think that's definitely the reason from my talks with the engine programmers who added lua support to our bespoke engines. Lua binding is quite easy.

Re: Type system of Fortnite's Verse language

#90
post #67
post #16

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The pitch for SPJ to leave MS research on Haskell for a video game company must have been pretty compelling so I’m very interested to see how this evolves.

Wasn't he kicked out of MS research for silly regulatory reasons? I mean he had lots of options, so the pitch from Epic must have still been pretty good.

Can you elaborate on why he was kicked out? That's news to me.
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