JaiPrimer
lobster
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JaiPrimer
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Explorative Programming
The first and most important step is having a language without statements and only expressions.
But, as Jai needs a `return` in functions, it already failed the trivial test.
https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md
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Focus: A simple and fast text editor written in Jai
Thanks, and yes, I didn't think about closures.
Talking about closures, I also don't know why Jai needs explicit capture lists. In C++ and Rust I understand the need for them, because you have various ways to pass them into the lambda, but Jai doesn't seem to care, at least in the examples at https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md....
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7 years later... Anything new about the next big project of Jonathan?
Jonathan Blow & co will probably be busy enough trying to release Braid: Anniversary Edition this year (it will be Braid's 15th anniversary this August), and this will push the release of untitled-Sokoban-game until 2024 or later. Note also that the sokoban game is intended to promote the new programming language he is creating (https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md), so that might slow development / delay the release of the game beyond what would be expected for a normal videogame. (Ie, it's not just the sokoban game that needs to be ready for release, but also perhaps other features of the new language.)
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Porting 58000 lines of D and C++ to jai, Part 0: Why and How
There's quite a lot of information, just not very accessible.
https://www.twitch.tv/j_blow/videos?filter=archives&sort=tim... : this is jai's author livestreaming language development, most up-to-date
https://www.youtube.com/playlist?list=PLmV5I2fxaiCKfxMBrNsU1... : a cureated subset of twitch videos, possibly outdated info
https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md : a summary of jai based on the above curated videos, possibly outdated
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What's the advantages of Rust over C/C++ today ? Is it possible to create the best 3d engine (Unreal/Frostbite/Crysis) in Rust or a AAA game like Elden Ring, FF7 remake, GTA etc with it ? If it's possible why it asn't been done yet ?
The Jai language is the main competitor to C++ I feel. The compile times are insanely short, which is what slows you down the most when actually developing a game in C++ Unreal.
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Suggest an interesting language for me to try out, that I can use for 2D Games. Something that I might not have considered, or is not particularly well known.
There has been a lot of hype about the Jai programming language (for game development), but another language that has been heavily influenced by it and has a lot of similar syntax and concepts is Odin. Here is a blow by blow comparison, Jai vs Odin.
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Making Reasonable Use of Computer Resources
This reminded me of Jai, the language by Jon Blow. In the Primer here: https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md, the section on Data-oriented design is relevant. Note that the bottom of the OP article mentions explicitly the games industry as caring about this; relevant given Blow's background.
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The compiler will optimize that away
Look for "Data oriented design" or "Structs of arrays".
Here's a talk on the former by Mike Acton: https://www.youtube.com/watch?v=rX0ItVEVjHc
On the latter, there's Jai, a new programming language for games (WIP, unpublished) by Jonathan Blow, who has been very public in documenting the process creating it, and which is centered around such concepts. There is some unofficial documentation of the ideas on SoA vs AoS and how the language can help switching between the two, e.g. here: https://pixeldroid.com/jailang/overview/Features/SOA/#/overv... and here: https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md...
Isn't that still the very thing that is done in various game engine entity component systems? Interestingly Jai language has out of box syntactic support for handling structs of arrays vs arrays of structs https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md#data-oriented-structures
- Jai programming language Jonathan Blow
lobster
- The Lobster Programming Language
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The Neat Programming Language
I think lobster does this.
"Compile time reference counting / lifetime analysis / borrow checker."[1]
"Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1]
[1] https://strlen.com/lobster/
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Why does Rust need humans to tell it how long a variable’s lifetime is?
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes.
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What are some must have built-in modules in your opinion/experience?
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole host of things like font rendering, image loading, etc.
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Minetest: An open source voxel game engine
The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
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Plane - FOSS and self-hosted JIRA replacement. This new project has been useful for many folks, sharing it here too.
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc.
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Using a borrow checker to track mutable refs in a GCed FP language?
Lobster (https://strlen.com/lobster/) appears to at least do lifetime analysis to reduce refcounting. I'm not sure about automatic interior mutability. I feel like there's a keyword here that can help find other compilers with similar features.
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What would make you try a new language?
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen?
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In a custom typed imperative programming language, what should the compiler do next, after resolving variable references?
I would like to make it work to some degree like Rust with a borrow checker, and have optional static typing (with type inference wherever it can). Other sources of inspiration, lobster lang, and dart. It is going to (eventually...) compile to several places like dart (browser, iOS, android, linux, etc.). After I've created the AST, I've gone straight to code generation, because that's the easy part IME. But now have to insert the "middle" and do typechecking/borrowchecking/inference/other checking. This is for an imperative-style language.
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Features you've removed from your lang? Why did you put them in, why did you take them out?
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines.
What are some alternatives?
conway
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
StructArrays.jl - Efficient implementation of struct arrays in Julia
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
deno_lint - Blazing fast linter for JavaScript and TypeScript written in Rust
language-ext - C# functional language extensions - a base class library for functional programming
cljfx - Declarative, functional and extensible wrapper of JavaFX inspired by better parts of react and re-frame
mun - Source code for the Mun language and runtime.
Beef - Beef Programming Language
swift - The Swift Programming Language
The_Way_to_Jai - A gradual guide to discover and learn the Jai programming language
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at