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The Lobster Programming Language

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Re: The Lobster Programming Language

#3
I don't really see the point in using Python syntax and then throwing in a handful of random differences that don't have anything to do with the domain you're working in. Syntax level support for vector operations or for shader interopability I would get. Making for loops follow some randomly different syntax, I don't see the point of that.

Re: The Lobster Programming Language

#5
post #3

I don't really see the point in using Python syntax and then throwing in a handful of random differences that don't have anything to do with the domain you're working in. Syntax level support for vector operations or for shader interopability I would get. Making for loops follow some randomly different syntax, I don't see the point of that.

Also 'include'? Why would you add the single most awful part of C/C++ to a python-alike.

Re: The Lobster Programming Language

#7

Portable python for games...? Does it compile and run natively?

It's not Python.. it just has a similar syntax.

You currently run it either as a bytecode VM (which is rather fast and runs on any platform), or you can translate it to C++ if you want an additional speed boost.

Re: The Lobster Programming Language

#8
post #3

I don't really see the point in using Python syntax and then throwing in a handful of random differences that don't have anything to do with the domain you're working in. Syntax level support for vector operations or for shader interopability I would get. Making for loops follow some randomly different syntax, I don't see the point of that.

It is not intended to be Python compatible, it merely has indentation based syntax that is similar.

The cases where it differs from Python are actually for good reason: unlike Python that only has built-in control structures, here any function can look like if/for/while if it takes a lambda body.

Re: The Lobster Programming Language

#10
post #5
post #3

I don't really see the point in using Python syntax and then throwing in a handful of random differences that don't have anything to do with the domain you're working in. Syntax level support for vector operations or for shader interopability I would get. Making for loops follow some randomly different syntax, I don't see the point of that.

Also 'include'? Why would you add the single most awful part of C/C++ to a python-alike.

It's not supposed to be a python-alike. It just happens to use indentation for blocks.
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