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Making a game on a custom bytecode VM in 7 days and 3kB

laurent.le-brun.eu

21–24 of 24 posts

Re: Making a game on a custom bytecode VM in 7 days and 3kB

#21

Earlier quoted context omitted.

Especially because some framework slopper using all the LLM's and bloat in the world could never even imagine reaching this level of productivity. In 7 (SEVEN) days this coder - Designed a language. - Implemented a compiler to compile it to bytecode, using F#. - Wrote a bytecode interpreter, using C++. - Created a shoot’em up game, using the custom language. - Renderd the graphics, using a single GLSL shader.

I gave Claude a screenshot of your comment, and it accepted the challenge. Claude called the language Blitz. The repo it created: https://github.com/fragmede/blitz Is the code shit? I haven't looked at it. Didn't have to. Probably is. I fed it the blog post at the end, and difference.md has a comparison on what Laurent Le Brun built vs Claude, and Claude is fully aware that it went a different way on a number of diff…

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Re: Making a game on a custom bytecode VM in 7 days and 3kB

#23

Such a beautiful technique for shoehorning straight out of the 1970s! See also https://en.wikipedia.org/wiki/CHIP-8 and https://en.wikipedia.org/wiki/SWEET16 It seems so un-FORTRAN that DEC had a FORTRAN compiler for the PDP-11. that was based on a stack machine and then later built an FP accelerator specialized to accelerate the stack machine. It was a straggler but I'm still trying to track down a circa 1992 articl…

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Re: Making a game on a custom bytecode VM in 7 days and 3kB

#24

Such a beautiful technique for shoehorning straight out of the 1970s! See also https://en.wikipedia.org/wiki/CHIP-8 and https://en.wikipedia.org/wiki/SWEET16 It seems so un-FORTRAN that DEC had a FORTRAN compiler for the PDP-11. that was based on a stack machine and then later built an FP accelerator specialized to accelerate the stack machine. It was a straggler but I'm still trying to track down a circa 1992 articl…

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