I interested in game development, stack-based programming, and art. Profile picture is by me.
It’s probably one of the more powerful piping syntaxes I’ve seen. It’s also nice that variable assignment can be placed in the pipeline.
Hopefully, the next version doesn’t take as long ;)
Having my first initial be X now feels so cringe. I used to go by just the letter…
I will say Juan is exceptionally bad at public communication, and personally, I’m glad he has been working on passing the torch to other people in the project (especially since too many projects rely on The Guy Who Can Do It All). Guy is a bit confusing to follow and I tend to go to other members for info.
Now, I can be convinced that Godot has management issues. Godot 4.0 was a pie in the sky goal filled with over estimation of ability to finish things. The engine underwent a re-write to almost every system and feature. It was a development hell as when A got changed B need to be updated, when B got update C need to be fix, and so on.
But, I’m not concerned that it was “all a scam” as major mile stones did see progress. I cannot stress how incredible the work on bi-direction text was. BiDi text is hard. It was messy. It was complex and complicated. Even big engines like Unity have spent a decade getting nothing done. Additionally, I remember how rough 3.0 was and 4.0 was an even bigger leap. 4.0 was trapped in development hell, and hopefully it’ll result in the Godot project learning from that trial by fire.
This forum post reads a bit like someone suffering from burn out. Even I had to clock out of following 4.0’s development until the team decided to push towards release. It was a fucking slog of development. With tons of features being pushed back because it would break 3.X compatibility or couldn’t get done in time for 4.0. I couldn’t imagine putting the amount of time and money into Godot that they have.
I’ve used it a bunch via the Crystal bindings. It’s very pleasant to use and has many bindings. It also works will with function programming languages since it uses pass by value substantially.
I’ve been using Crystal recently, and I have fallen in love with flow-based typing. It gives me the feeling of freedom dynamic types have while still being fully checked. I just wish it had intersection types.
I personally like seeing what’s being made in the world of programming languages. So, I keep tabs on any promising project. But, yeah, I definitely agree that the loss of C++ and C compilation would be huge blow to Zig.
Ye, QBE looks like a great starting point for code-gen. I’ve actually been reading into it in the hopes of starting my own project (tho, not at the ambition of Zig).
Something short and relevant to what I’m doing until I have a snazzy name.
The scene tree based approach just clicked with me well.
YEAH, I should have mentioned Hundred Rabbits more. I’ve been following their work since I first found their games and constructed languages. It’s been incredible watching them develop their small tools. Progressing from JS + Electron to C to now Uxn.
Hello, I’m Capital (as in uppercase not money). I like doing game development related work as well as exploring programming language design. Relatively recently, I have become enamored with stack-based and concatenative programming languages. My miscellaneous assort me of short lived tangents can be found on codeberg and github.
(You’ll notice I like to experiment with a wide assortment of languages)
Ohhh, they’ve got a bit of a GUI framework 👀 My interests is peaked.