56,000 lines of DOOM, in a language I made up
1–10 of 38 posts
Re: 56,000 lines of DOOM, in a language I made up
#2Making a language that compiles through LLVM is no small task and takes a lot of expertise. Most of the time people do it because they have a point of view and are highly technical.
Making a joke language via AI is an entirely different exercise. Not without value but not the same, especially when evaluating what it means about the author.
Re: 56,000 lines of DOOM, in a language I made up
#3Re: 56,000 lines of DOOM, in a language I made up
#4[flagged]
Re: 56,000 lines of DOOM, in a language I made up
#5Late 2020, pre-AI, which I'm not sure if that makes it better or worse...
#include "uwu.h"
#include
iwint main() stawt
iwint owo is 5 yiff
fuw (iwint uwu is 0 yiff uwu smol owo yiff uwu incwease) stawt
owo is owo wif uwu yiff
spweak nuwumber_fowmat, owo spwake yiff
stawp
stawp
-- // uwu.h
#define is =
#define yiff ;
#define stawt {
#define stawp }
#define fuw for
#define iwint int
#define wif +
#define wiffout -
#define smol
#define incwease ++
#define spweak printf(
#define spwake );
#define nuwumber_fowmat "%d\n"
Obviously this one also runs DOOM ;)Re: 56,000 lines of DOOM, in a language I made up
#6[flagged]
Re: 56,000 lines of DOOM, in a language I made up
#7Re: 56,000 lines of DOOM, in a language I made up
#8Buried near the end is a mention of per-frame arena allocation, which is an interesting idea for a game engine (although not a novel one).
Re: 56,000 lines of DOOM, in a language I made up
#9I'm writing the C backend by hand and using AI for the rest, so how did this author manage to finish an entire language in just 34 hours? I've been steadily catching and fixing what the AI writes, so it's amazing to me that they ended up with a complete language. It makes me wonder if the way I'm building a compiler is just wrong.