wolf3d
dhall
wolf3d | dhall | |
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8 | 10 | |
2,095 | 900 | |
3.0% | 0.3% | |
0.0 | 7.3 | |
about 12 years ago | 8 days ago | |
Dhall | ||
- | BSD 3-clause "New" or "Revised" License |
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wolf3d
- Wolfenstein 3D with a CGA Renderer
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Historical Source Code That Every Developer Should See
There are far better historical sources to study, such as Wolf3D, the classic BSD games, or even Word 1.1.
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Why Functional Programming Should Be the Future of Software
It took a long time to write that engine and porting the whole thing properly also takes time. It just moves goalposts. Why didn’t he spend 80M on a new AAA game? If he spent any less than that, he certainly can’t draw any useful conclusions.
Have you ever looked over the codebase? It’s plenty large enough to draw useful conclusions from for most people let alone someone with his vast game experience.
https://github.com/id-Software/wolf3d/tree/master/WOLFSRC
Meanwhile, you are drawing bay conclusions with no credentials out evidence. As to actual games, setting aside the fact that Wolfenstein still sees play, loads of popular games are written in JS. Lots of others are in Java or C#. None of these make your case as Haskell, Ocaml, and StandardML (SML) are in the same performance range.
As to your argument about the efficiency of objects, what do you think functional languages use? Lets use SML as an example. There’s real arrays and they are also optionally mutable (yes, there’s linked lists too, but those can be used in C++ too).
Records are basically just C structs (they are immutable by default, but can contain refs which are mutable pointers). They can contain functions because functions are first class without the mess that many languages create.
You associate functions with datatypes which gives you the best part about methods. They also give you a kind of implicit interface too due to structural typing. I’d note that closures are mathematically equivalent to objects.
Finally, modules are everything a language like Java tries to get from classes (and more), but without any of the downsides of classes themselves.
People generally like the JS paradigm of factories and object literals (even if they hate the stuff like dynamic typing or type coercion). StandardML offers the same kinds of patterns, but with sound typing, simpler syntax without the warts, more powerful syntax, and performance in the same range as go or Java.
To me, your argument sounds like the people arguing that goto is better and more natural than looping constructs or the procedural guys arguing against OOP. I think if you messed around with StandardML, it would change your mind about what programming could be in the future.
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Found more assembly horrors while rummaging through my backups. This time, starring quaternion arithmetic
I'm not used to seeing assembly look like this. What's the wrapper stuff? Looks like C. But I thought you could inline assembly in C like here: https://github.com/id-Software/wolf3d/blob/master/WOLFSRC/DETECT.C
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Porting DOOM To A Forgotten Apple OS
c) The source code was pretty vanilla standard C. No huge assembly. Around 36000 lines of "normal C" (at the time, most of C games were non-portable, you would get near and far pointers or assembly shenanigans you had in Wolf3d source). Only 4 assembly functions (draw a vertical line, a horizontal one, fixed point multiplication and division), and they were already replaced by 4 standard C functions.
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How were coded early fake 3D graphics like in 3D Monster Maze or Wolfenstein 3D ?
id software used raycasting since it's early games like Hovertank 3D, Catacomb 3D and Wolfenstein 3D. heck, even though Doom, Duke Nukem 3D and Blood were majorly using BSP, their most simple and rustic rendering base was through raycasting.
- there is a dos mod for wolf 3d that adds strafe, but it doesn't work on the expansions. Anybody know one that does or can explain how I might go about modding it myself?
dhall
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Why Functional Programming Should Be the Future of Software
```
If you mean installing Dhall's dependencies (https://github.com/dhall-lang/dhall-haskell/blob/master/dhal...), those aren't too crazy, but they're definitely not all "beginner level". Template Haskell in particular is quite heavyweight.
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Dhall: A Gateway Drug to Haskell
Ok, lets be specific. Lets write a comment to explain this function:
https://github.com/dhall-lang/dhall-haskell/blob/master/dhal...
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Nix: An idea whose time has come
I haven't tried it but apparently you can compile to Nix from Dhall:
> You can use this compiler to program Nix using the Dhall language. This package targets people who wish Nix had a type system.
https://github.com/dhall-lang/dhall-haskell/tree/master/dhal...
- Usage Of Cryptonite Library In GHCJS
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How to Learn Nix
If the problem is the syntax and people wants some other format that compiles to nix, there's dhall
https://dhall-lang.org/
https://github.com/dhall-lang/dhall-haskell/tree/master/dhal...
https://www.haskellforall.com/2017/01/typed-nix-programming-...
Dhall is a generic config language with some programming capabilities (but not turing complete) that can compile to json, yaml, and other formats, like in this instance nix.
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Google Summer of Code Summary: Dhall bindings to CSV
For my GSoC project, I built from scratch the dhall-csv package on the Dhall Haskell implementation Github Repository. Said package provides two executables, dhall-to-csv (which converts Dhall files into CSV files) and csv-to-dhall (which converts CSV files into Dhall files). It also provides Haskell libraries with the functions that translate bidirectionally between Dhall and CSV.
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Wuffs the Language
> If you add constraints (like not being able to feed the program to itself as is done in the halting problem and not allowing unbounded loops) then it is possible to determine if a program will terminate or not.
Dhall is a good example - https://github.com/dhall-lang/dhall-haskell .
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INTERCAL, YAML, And Other Horrible Programming Languages
See also https://dhall-lang.org/
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Common Nginx misconfigurations that leave your web server open to attack
That just seems like an even greater nightmare to me. Soon you would have to learn to read and understand a custom program in a Turing-complete language for each and every installation.
The proper solution is a DSL, just a better DSl. Or perhaps a DSL embedded in something like dhall <https://dhall-lang.org/>, but definitely not a general-purpose programming language.
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i want that
Dhall
What are some alternatives?
peds - Type safe persistent/immutable data structures for Go
accelerate - Embedded language for high-performance array computations
MS-DOS - The original sources of MS-DOS 1.25 and 2.0, for reference purposes
accelerate-cuda - DEPRECATED: Accelerate backend for NVIDIA GPUs
systemshock - Shockolate - A minimalist and cross platform System Shock source port.
dhall-nix
book - The Rust Programming Language
hLLVM
fun-problems
haste-compiler - A GHC-based Haskell to JavaScript compiler
WolfensteinCGA - Wolfenstein 3D with a CGA renderer
egison - The Egison Programming Language