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A Minecraft server written in COBOL

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Re: A Minecraft server written in COBOL

#121
post #119

Earlier quoted context omitted.

Your entire argument boils down to your personal bias against ECS, and the one game that we tout for Bevy success uses: drum roll please. Bevy's ECS. Let's not pretend you think this is an informed decision, you think ECS is objectively worse. You would never suggest someone choose Bevy, and on reddit you actively talk about how ECS is bad. You're biased against it, plain and simple.

On reddit i clearly say that ECS has its uses, such as large teams or games which need to add and remove components often. Most games people write in rust don't fall into those categories. Most people in rust have never heard of generational arenas so i tell them about alternatives. OTOH you are biased. I didn't even mention bevy, you assumed i was talking about it - what does that say about its qualities? I also did…

If I'm getting flagged it's because HN doesn't like calling spade a spade with aggressive language. Which is fine, HN is allowed to moderate itself how it sees fit.

I'm not going to continue this diatribe. You clearly where talking about Bevy in everything but name. You clearly think Bevy and ECS as a choice for game development needs to be heavily motivated. You bashed Bevy originally. Again, you can pretend to hide behind the fact you didn't use it's exact name, but everyone who knows Rust game engines knows exactly which engine you where talking about.

If you or anyone curious wants to understand my emotions, it is from that. You bashed Bevy, and are now trying to gaslight the conversation into saying "no I didn't!" When yes... You clearly did.

Re: A Minecraft server written in COBOL

#122

Earlier quoted context omitted.

No one seems to have written a Minecraft server in FORTRAN yet... but I think your comment just gave some people here ideas.

Instead of FORTRAN, someone should try writing a Minecraft server in something like ALGOL or FORTH.

Or APL.

Re: A Minecraft server written in COBOL

#123
post #121

Earlier quoted context omitted.

On reddit i clearly say that ECS has its uses, such as large teams or games which need to add and remove components often. Most games people write in rust don't fall into those categories. Most people in rust have never heard of generational arenas so i tell them about alternatives. OTOH you are biased. I didn't even mention bevy, you assumed i was talking about it - what does that say about its qualities? I also did…

If I'm getting flagged it's because HN doesn't like calling spade a spade with aggressive language. Which is fine, HN is allowed to moderate itself how it sees fit. I'm not going to continue this diatribe. You clearly where talking about Bevy in everything but name. You clearly think Bevy and ECS as a choice for game development needs to be heavily motivated. You bashed Bevy originally. Again, you can pretend to hide…

> You clearly think Bevy and ECS as a choice for game development needs to be heavily motivated

I think if there are 2 approaches people should know both exist and if both are roughly 50:50 in terms of capabilities, then people should be able to weight them on their merits for their particular usecase.

Right now, the popularity is 98:2 in favor of Bevy and ECS compared to Fyrox and generational arenas. I obviously focus on promoting the less well known but equally (or more) capable choice and pointing out cases where the more popular choice is weak.

I admit this can appear one sided. But if you're so familiar with my reddit posts, you no doubt know that when people ask me for more in-depth analysis, I have no trouble being more balanced. I just don't see the point of saying where ECS and Bevy are good each time it comes up because people already think they're good everywhere. I focus on the stuff people don't know yet.

> everyone who knows Rust game engines knows exactly which engine you where talking about

My point exactly. If I was making stuff up, if my description did not represent the engine, then nobody would mind. But the description fits and people emotionally invested in the engine don't like it.

The engine can't change its past, but it can admit its faults and apologize for misleading people. It can stop making false promises. It can ask who donated because they expected an editor and return the money they donated. It can moderate its community. Even now, the best I could get out of Bevy and reddit moderators was them asking me to point new instances of harassment but they refused to punish people who have done it in the past.

The engine has also refused to make a public announcement that harassment of other projects is not acceptable.

Usually I am mocked when I point out several high profile rust gamedevs refuse(d) to publish their work on reddit because they were harassed. Your posts here demonstrate exactly the behavior that caused it and why the only approach to stop it is to publicly acknowledge it has a problem with entitlement and zealotry and create a culture in which the community polices itself.

But that's not gonna happen because that would damage its image and appearances are what that engine cares about the most.

Re: A Minecraft server written in COBOL

#124

Earlier quoted context omitted.

Overloading can be easily abused, but the very complicated expressions that can appear in programs for scientific/technical computing are immensely more readable when using operator overloading like in C++ instead of using named functions, like in languages that forbid operator overloading, e.g. Java. In scientific/technical computing you have frequently, even in the same expression, dozens of different kinds of addi…

It's precisely when "you have frequently, even in the same expression, dozens of different kinds of additions, multiplications, divisions, etc., between scalars, vectors, matrices, tensors, complex numbers, various kinds of physical quantities, and so on" that operator overloading should be driven by custom syntax macros. (E.g. in a Rust-like language you might define math_expr!(...), float_expr!(...), matrix_expr!(.…

Ok but this sucks

Re: A Minecraft server written in COBOL

#125
post #6

This is Awesome. For my high school graduation project, I wrote a full COBOL system to automate soccer betting odds. Long past its prime, but my school hadn’t quite caught up with the times. It was hilariously out of place, but I loved every line of it. There’s something oddly satisfying about a language that whispers, “Remember punched cards?” as you type.

It's really type resonant that you used COBOL (IN ALL CAPS) for your high school project. Makes for good high school memorabilia. I hope you used Greek gods for all of your variable names.

Re: A Minecraft server written in COBOL

#127
post #81

Earlier quoted context omitted.

I would assess C++ has already outpaced PL/I complexity, and I do enjoy using C++.

You can get a C++ compiler which is (more or less) correct, I'm not sure that was ever quite true of PL/I.

I get the distinct feeling it's been a long time since IBM wrote PL/I compilers considering anyone but IBM. So 'correct' here might be 'what IBM needs'. YMMV.
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