Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
makuto
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
6 ms
·
1.
▲
by
makuto
3y ago
That's true. I was mainly trying to indicate there is no boxing or anything like some languages seem to have with their types.
2.
▲
by
makuto
3y ago
There is a module in gamelib [0] which will automatically clone, build, and link raylib to your program. There are several other third party libs there as well, including SDL2 and Curl. [0] https://macoy.me/code/macoy&#
3.
▲
by
makuto
3y ago
Memory allocation matches C, i.e. malloc and free are used. If interoperating with C++, you can use new and delete.
4.
▲
Binary Data Version Migration
(macoy.me)
1 points
by
makuto
3y ago
|
0 comments
5.
▲
Software Complexity and Potential Solutions
(macoy.me)
1 points
by
makuto
4y ago
|
0 comments
6.
▲
An argument for self-modifying applications
(macoy.me)
2 points
by
makuto
4y ago
|
0 comments
7.
▲
by
makuto
4y ago
Author here! Isconnected is a hypothetical.
8.
▲
What they don't teach you about sockets
(macoy.me)
3 points
by
makuto
4y ago
|
0 comments
9.
▲
Writing XML with S-Expressions
(macoy.me)
2 points
by
makuto
5y ago
|
0 comments
10.
▲
Interface ergonomics: automation isn't just about time saved
(macoy.me)
60 points
by
makuto
5y ago
|
21 comments
11.
▲
The Power of Type Introspection
(macoy.me)
1 points
by
makuto
5y ago
|
0 comments
12.
▲
by
makuto
5y ago
Chat profanity filtering is usually part of Xbox/PlayStation certification requirements, so their hands might be tied on that.
13.
▲
The worrying trend of game technology centralization
(macoy.me)
4 points
by
makuto
6y ago
|
0 comments
14.
▲
by
makuto
6y ago
I have a Surface Pro 2 running with the linux-surface kernel [0]. It feels like it has some rough edges - you have to decide between having pen support or having touch screen support, and suspend can be unreliable. These issues may be fixed
15.
▲
by
makuto
6y ago
I'm not sure why you say it's a "quite safe" assumption that most games are written in C#. Unity's beginner-friendliness gives it a disproportionate presence online, while the vast majority of AAA games are still so
16.
▲
by
makuto
6y ago
I did something similar with a Raspberry Pi and Waveshare e-ink display: https://github.com/makuto/home-life-display
17.
▲
by
makuto
6y ago
Yes, there's nothing in the language which is specific to games. Once I get pure C output supported, it should be suitable even for embedded C environments.
18.
▲
by
makuto
6y ago
That's correct. My goal wasn't to make a CL-compatible Lisp. I imagine the code will start to look less like C as more macros/generators get added.
19.
▲
by
makuto
6y ago
Thanks! I have a list of similar projects, I will add these! https://github.com/makuto/cakelisp/blob/master/doc/VsOtherLa...
20.
▲
by
makuto
6y ago
Yes, they are compiled just like the final exe, only they become dynamic libraries that I load with libdl. On subsequent builds, they are loaded again, unless the macro changed.
21.
▲
by
makuto
6y ago
While I can't speak for any experimental new garbage collectors, I did analyze the SBCL generational GC's implementation. I encourage anyone interested in performance to look over GC code and realize how much work they are doing.
22.
▲
by
makuto
6y ago
It looks like Cakelisp for Rust! I'll have to look at it in more depth. Thanks for the link!
23.
▲
by
makuto
6y ago
The big distinction to me is that there is a final executable that eventually gets created, whereas Lisp programs can continue to generate code and self-modify at runtime. Cakelisp differs from Zig in that arbitrary code modification is sup
24.
▲
by
makuto
6y ago
I agree. Templates make some tasks easy (type specialization and generic containers) but become tangled messes with other tasks (function bindings, serialization). I used something similar to your technique for compile-time variable destruc
25.
▲
by
makuto
6y ago
Carp requires writing bindings to call C functions or use types. Additionally, code modification isn't possible in Carp. When I say seamless, I'm going for as close as possible, I.e. it should feel even easier to use C from Cakeli
26.
▲
by
makuto
6y ago
I do wish the C compiler was as fast as e.g. SBCL's compiler in terms of compile time, because multiple rounds of dependent macro compilation eats up a lot of time. I think Lisps tend to optimize for throughput, but games have very str
27.
▲
by
makuto
6y ago
Yes! You can typedef types and function signatures.
28.
▲
by
makuto
6y ago
Thanks! It is a bit different, and does require more typing, but I like how unambiguous it is. It also simplifies code modification by making type parsing and changing easier, because you can recursively unwrap multiple pointers, or pointer
29.
▲
by
makuto
6y ago
See also on /r/gamedev [0]. After years of dealing with points of frustration in C++ land, I've created my own programming language. It emphasizes compile-time code generation, seamless C/C++ interoperability, and easier
30.
▲
Cakelisp: A Programming Language for Games
(macoy.me)
178 points
by
makuto
6y ago
|
64 comments
More ›