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Kaboom – JavaScript game programming library and environment

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Re: Kaboom – JavaScript game programming library and environment

#71
post #55

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I used click and create and others by clickteam very heavily growing up. Paved the way for making games very heavily for me. Wish that methodology was still around, you could do a lot with it.

It is still around, although basically only from Clickteam still. You can get Clickteam Fusion: https://www.clickteam.com

I think Construct is similar: https://www.scirra.com/

Re: Kaboom – JavaScript game programming library and environment

#72

On the front page twice in less than a week! https://news.ycombinator.com/item?id=26728774 Wonder if that's a record. /me resists urge to write a script to find out

Way to dodge nerd sniping yourself :)

We are at times our own worst enemy.

Re: Kaboom – JavaScript game programming library and environment

#73
post #70

Earlier quoted context omitted.

Great. I have no idea what "global await" means, but anyway, what's Node? [shows them Node] Oh, It's a calculator. Wow. I mean, wow. That's emm, really impressive. [No, it's a runtime environment for JavaScript] It's a what? So how does that help me move things around on the screen? [It doesn't] So explain what the point of Node is? [etc]

Sorry, you need to be less cryptic for me to understand what you mean :)

When you're teaching beginners: what you're talking about won't really make any sense. It's an implementation detail (and a complex one at that).

A beginner at basic level, that's "what's a variable", "what's a function", "I don't see what the point of a function is". And something like Node -- it's just not a great environment to explain that: it doesn't do much that's interesting, like move stuff around on a screen. You can type stuff into the REPL, and it will spit things back, but that's just going to look like a calculator. Something like Processing, or a simple game engine aimed at beginners, or even making things happen on a web page using JS: that's good, it holds interest.

Re: Kaboom – JavaScript game programming library and environment

#74
post #66

Earlier quoted context omitted.

Yes, but it isn't the core way the language works -- you don't need to approach asynchronicity very early on as you do with JS, and it's not all closures. At some point someone learning Python will have to do something async. But what they can do up until then is just not do anything async, and that's fine (just wait for stuff to complete...). That's not really an option in JS: the great benefit of the language from…

Hey there, I've also taught lots of students online! In my JS courses, I actually don't touch upon async things until I get to rather advanced/intermediate courses. Universally, I think the fundamentals of programming languages can be taught without too many drawbacks and agnostic of language choice unless the language is super verbose. For example, all the things with closures, this, and asynchronous programming pro…

Yes, yes, it is similar, and I maybe didn't get that across as well as I could have. JS is the default (for good reasons!), but IME if we're talking about game engines aimed at beginners that are suitable for getting programming concepts across, I feel a [synchronous] game loop is often easier to get across conceptually, to build on. And then yes, definitely framing it in the same way works really well because when they get stuck, you can point them at that and say "well you've already done something really similar here, here's the comparison, {unpack how the async stuff is working by framing it in the same way}, you should be able to now link these concepts together"

(Apologies to other commenters as well! I got a little bit salty when people mentioned async in relation to beginner programmers because it's not a simple thing. It's abstract and doesn't really make a bunch of sense until the beginner has built a floor of very basic programming to stand on)

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