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Yes I agree that the games he's designing the Lang for have certain shared qualities, but IMHO those concerns are best dealt with using libraries or (E)DSLs in
by efnx 12y ago
Yes I agree that the games he's designing the Lang for have certain shared qualities, but IMHO those concerns are best dealt with using libraries or (E)DSLs in a host language. That way you can still support games like zork, which don't have to be real time - as well as games that transcend what the "game specific Lang" was designed for. I personally don't see why there is a distinction between "a game" and "an enterprise app" - some enterprise apps need real time rendering and low overhead (unity, blender, arcgis, cad, etc). My point being - a language that is good at describing all games is good at describing all programs.
- yazaddaruvala 12y ago1. It will still be turing complete. In that sense its always going to be a general purpose language. 2. From what I've been taking away, all he is looking for is a way to remove some of the redundant parts of his day to day C++ code/process. Nothing more. Thats why, while I get that it is a full compiler, very intentionally (I think), a lot of the time it just seems like very nice syntax sugar (maybe "program sugar") for C++.
- chr1 12y agoA language that tries to be good for describing all games, will end up not being good at describing any of them, because different types of programs require different tradeoffs
- efnx 12y agoExactly - and those trade offs will be handles at the library level.