Major reason why many game engines used to have native core and then some kind of "scripting" language for game logic (think Unreal Engine before 3, but many engines are similar) is that then you can trivially serialize the simulation state (ie. save game) and even run the whole thing as either lock-step, forward predicted or fully distributed network game without much effort on the part of whoever is writing the "sc…
Agreed, those are nice benefits. But there are also huge downsides, in the sense that you're writing all the glue code in the wrong language :) The amount of speed of iteration you get from having your entire engine + game's structure in a friendlier language is impressive (in my experience). Also doing savegames by just serializing the entire scripting VM may work in some cases, but can also be problematic, since yo…
The Lobster Programming Language
61–70 of 171 posts
Re: The Lobster Programming Language
#62Hi, author of the language here. Not a great time for HN exposure, as I just added a lot of new functionality, but none of that is documented yet :) But hey, all publicity is good publicity? For those interested, some recent things that have been happening: - Compile time reference counting. This does an analysis similar to the Rust borrow checker to infer lifetimes, but unlike Rust doesn't make the programmer jump t…
Sigh...Python indentation? I thought we'd moved beyond that as an industry...
Re: The Lobster Programming Language
#63Hi, author of the language here. Not a great time for HN exposure, as I just added a lot of new functionality, but none of that is documented yet :) But hey, all publicity is good publicity? For those interested, some recent things that have been happening: - Compile time reference counting. This does an analysis similar to the Rust borrow checker to infer lifetimes, but unlike Rust doesn't make the programmer jump t…
Re: The Lobster Programming Language
#64Earlier quoted context omitted.
Holy cow, are you the Quake Aardappel? That is a name I haven't heard in a long, long time...
Yup, the one and only :) Do I know you as well?
Didn't know how to code back then, and probably can't rocket jump anymore now. Mostly just surprised at having that old memory surface out of nowhere.
Thanks for making that scene cooler way back when.
Re: The Lobster Programming Language
#65Earlier quoted context omitted.
Yup, the one and only :) Do I know you as well?
Nah, just a forum lurker who had a folder full of mods and maps and engine binaries much too large much too late. Didn't know how to code back then, and probably can't rocket jump anymore now. Mostly just surprised at having that old memory surface out of nowhere. Thanks for making that scene cooler way back when.
Re: The Lobster Programming Language
#66Hi, author of the language here. Not a great time for HN exposure, as I just added a lot of new functionality, but none of that is documented yet :) But hey, all publicity is good publicity? For those interested, some recent things that have been happening: - Compile time reference counting. This does an analysis similar to the Rust borrow checker to infer lifetimes, but unlike Rust doesn't make the programmer jump t…
Re: The Lobster Programming Language
#67Hi, author of the language here. Not a great time for HN exposure, as I just added a lot of new functionality, but none of that is documented yet :) But hey, all publicity is good publicity? For those interested, some recent things that have been happening: - Compile time reference counting. This does an analysis similar to the Rust borrow checker to infer lifetimes, but unlike Rust doesn't make the programmer jump t…
Are the coroutines copyable? This is useful if you want to use time-travel netcode (like ggpo) and coroutines attached to game objects in the same game.
Re: The Lobster Programming Language
#68Earlier quoted context omitted.
It is so new I haven't even documented it yet.. hence why I said the timing for this HN post isn't great. So imagine the current implementation does a lifetime analysis somewhat similar to Rust, but then where Rust would error out, this implementation simply inserts a runtime refc increase. This gets rid of most runtime refc overhead without the programmer needing to be clever about it. Then, I intend to add an optio…
That sounds more similar to Swift's approach, where the compiler does aggressive optimisation to elide reference counts were possible. Do you agree?
https://github.com/apple/swift/blob/master/docs/OwnershipMan...
Re: The Lobster Programming Language
#69I use Haxe which is a Haxe is an open source toolkit based on a modern, high level, strictly typed programming language, a cross-compiler, a complete cross-platform standard library and ways to access each platform's native capabilities. what would be the benefit for using Lobster since I can work directly with each OS with a great scripting language built in? https://haxe.org
Re: The Lobster Programming Language
#70Hi, author of the language here. Not a great time for HN exposure, as I just added a lot of new functionality, but none of that is documented yet :) But hey, all publicity is good publicity? For those interested, some recent things that have been happening: - Compile time reference counting. This does an analysis similar to the Rust borrow checker to infer lifetimes, but unlike Rust doesn't make the programmer jump t…
Do you have any plans to support building statically linked binaries like Go?