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A lot of modern game frameworks go in a similar direction. It's all about having entity-component systems where the designers (and not the programmers) can put
by coffeeaddicted 12y ago
A lot of modern game frameworks go in a similar direction. It's all about having entity-component systems where the designers (and not the programmers) can put together the objects dynamically. And those all fight with similar problems. One is about making the system cache efficient. Another is about how to add new components. I suppose the latter might be a reason he put so much power into the preprocessor that he even created a VM for that. Current complete solutions tend to have the problem that you have to repeat the class-names of your components often and that type-safety get's lost at some point when ini-files in any format are involved. Having more power in the preprocessor might help to fight this.
I don't know what he has planned for his language, but if I hear about a language that's specific for programming games, then entity-component systems would be the use-case I would have in mind.