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15h 40m 36s logged

Drafting a readme for the scripting language before I plan on the Engine bindings

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@Duck

sick
if i ever do something similar im torn between whether i should make a scripting language or just integrate lua, but making a language yourself seems like a lot of fun. based on the screenshot it does look a little bit lua inspired (mostly just the nil), except it fixes my least favorite part about lua, the lack of curly brackets!

@torkel

@Duck
It is pretty fun and a great learning experience,
but honestly if you’re making a more serious engine (or application in general) you should probably just integrate lua as it’s probably easier in the end and most likely would have better performance (though my current lang is pretty fast)

the funny thing is that the final straw that made me try to implement my own language rather than embed lua was because I didn’t like lua’s whole non-curly-bracket thing.

At first i drew inspiration from the crafting interpreters book, which documents the Lox language, but now its more or less a mashup of all sorts of concepts from different languages like
C for a lot of the syntax & assertions.
C# with the foreach loop, imports, & runtime reflection.
Dynamic objects / arrays i basically stole from JS (push/pop/clear/len) & python (negative indexing) (also the whole dynamic typing thing),
the function implementation and object construction, which basically is the main focus of the language was heavily inspired by lua, aswell as the garbage-collection