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Core: an experimental new way to write videogames

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Re: Core: an experimental new way to write videogames

#201
post #34
post #3

Earlier quoted context omitted.

Do I have to change the name ? Given it's just an open source project and the name is actually just 'core' . It's an rpg maker tool and functional engine.

only the owner of the copyright can make you change, however, being able to search for articles, tutorials, bugs, solutions, etc will be easier if you give it something unique

> only the owner of the copyright

You meant trademark, not copyright. Otherwise, your point still stands.

Re: Core: an experimental new way to write videogames

#202
post #28
post #3

Earlier quoted context omitted.

Do I have to change the name ? Given it's just an open source project and the name is actually just 'core' . It's an rpg maker tool and functional engine.

>It's an rpg maker tool and functional engine. Proper grammar would be "an RPG making tool". Additionally, you deliberately wrote "RPG Maker" rather than "RPG maker". Capitalization is important, kind of like how "US bank" and "US Bank" mean completely different things (former is a generic reference to an American bank, latter is the name of an American bank). So yes, I would change the name if I were you (and you ha…

> Additionally, you deliberately wrote "RPG Maker" rather than "RPG maker".

I think HN automatically converts post titles to title case. (There's a short window of time to manually edit the post title to fix the capitalization.)

Re: Core: an experimental new way to write videogames

#203

Earlier quoted context omitted.

the biggest tradeoff is talent pool you won't be able to find them in enough numbers and it would be tough to gauge their proficiency too unless you are purely interested in it for academic purposes, its best to avoid clojure and any sort of esoteric languages. Even Rust development is riddled with false roads and mirages. i just want to save anyone reading this 5 years of their time. You don't get better when you ar…

I can teach any developer Rust or Clojure in a couple weeks. I've only done a few hours of Rust study myself, and just minutes in Clojure and yet I will say that with confidence. It takes years to master, but the difference between 1 month and 10 years for an otherwise experienced programmer is not very large - either way the hard part is the problem domain, understanding your code, and other such details not related…

The longer I am around the less true I find this. Can any good developer learn and contribute with a new language? Yes.

But there is also a peak performance achieved by using tools for decades that is not transferable. C experts didn’t switch to Java, they found different jobs.

For your core technology you want a few of those 5-10+ year guys.

Re: Core: an experimental new way to write videogames

#204
post #197
post #154

Earlier quoted context omitted.

I recommend trying Zenject in Unity! It provides a pretty good dependency injection framework, but more importantly in reply to your comment it has a very easy to use signal bus implementation! Now I have not tried Godot so I don't know how the two compare, but for where I work Zenject was basically the a-ha moment that made it possible to develop Unity apps/games that don't devolve into a huge unmaintanable mess.

I thought everyone was abandoning unity after their fiasco

A lot of people made a lot of noise about it and it hasn’t been long enough to tell for sure, but there is no real competition to Unity in many situations without a lot more work falling on your dev team.

Re: Core: an experimental new way to write videogames

#205

Earlier quoted context omitted.

I can teach any developer Rust or Clojure in a couple weeks. I've only done a few hours of Rust study myself, and just minutes in Clojure and yet I will say that with confidence. It takes years to master, but the difference between 1 month and 10 years for an otherwise experienced programmer is not very large - either way the hard part is the problem domain, understanding your code, and other such details not related…

The longer I am around the less true I find this. Can any good developer learn and contribute with a new language? Yes. But there is also a peak performance achieved by using tools for decades that is not transferable. C experts didn’t switch to Java, they found different jobs. For your core technology you want a few of those 5-10+ year guys.

Sure, but you only need a few of those 5-10+ year "guys". The rest can be behind and will develop those skills over time.

Re: Core: an experimental new way to write videogames

#206
post #177

Kudos to you! I’m happy to see another Clojure developer like me using the language for game development, even though we sometimes make things harder for ourselves :) Currently, I’m developing a 3D multiplayer TPS shooter using Clojure. For anyone interested, here’s a demo link: https://prototype-game.pages.dev I’ll also be posting a blog post about the journey soon!

It is one of my favourite things on the internet when a bunch of people can go to a virtual space and hop around and use an in game chat impromptu like this. Thanks for sharing.

Thank you for checking that out!

Re: Core: an experimental new way to write videogames

#207
post #196
post #166

Earlier quoted context omitted.

This is one of GDScript’s right spots for sure. But if this is the performance bottleneck (in a dynamic scripting language) you’re facing, then maybe that bit of code should just be a GDExtension, written in C++. I would imagine for most games the performance impact from this won’t matter much.

The problem in this case is not the potential performance bottleneck, but the bad ergonomics for a dev, that leads to the complain. The rest is consequence. And to me it looks like pure language/stdlib problem. Like for me, the proposed solution looks ugly both from syntax and what is going on behind curtains perspective. I would rather not to code in a language that makes/tolerates decisions like that.

I mean if this one thing is enough to turn you off, you do you. I find GDScript to be 98% good for a dynamic scripting language.

Personally I’d just reverse the array and then iterate it. It’s going to make about zero difference.

Every language has its sharp edges.

Re: Core: an experimental new way to write videogames

#208
post #28

Earlier quoted context omitted.

>It's an rpg maker tool and functional engine. Proper grammar would be "an RPG making tool". Additionally, you deliberately wrote "RPG Maker" rather than "RPG maker". Capitalization is important, kind of like how "US bank" and "US Bank" mean completely different things (former is a generic reference to an American bank, latter is the name of an American bank). So yes, I would change the name if I were you (and you ha…

> Additionally, you deliberately wrote "RPG Maker" rather than "RPG maker". I think HN automatically converts post titles to title case. (There's a short window of time to manually edit the post title to fix the capitalization.)

I am referring to the README.md that's in the repo, which originally stated "RPG Maker&Engine for Clojure"[1].

I really don't think it's unreasonable to assume this had something to do with RPG Maker when it was written like that.

[1]: https://github.com/damn/core/commit/72682f512343c596bce84f0f...

Re: Core: an experimental new way to write videogames

#209
post #155

> The only thing missing is a game I've seen this story of "I want to make a game" [proceeds to make a game engine instead] happen in my own life (my engines were never any good or complete though), and in countless other programmers lives. It may be the trap of thinking that "If I get the hard part out of the way first (which is writing the engine code, right? Right? Anyone?), then the rest of the game making proces…

Indeed, making an engine is a guaranteed reward. You put in time, make an engine that can draw something, and you succeed, receiving a dopamine reward. But making a game is really risky; a programmer may put in a lot of time and hope, then still fail. I think lots of programmers don't want to take the risk of failure.
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