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Lobster, a game programming language

145 pointsby fabricelealalmost 12 years ago

12 comments

mrgreenfuralmost 12 years ago
Do you want lobster.io? I'm using it for something super important (as you can see), but this seems more ... deserving.
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vidarhalmost 12 years ago
Wouter van Oortmerssen is someone anyone interested in programming languages should be aware of - he&#x27;s developed a ridiculous number of languages ranging from the very useful to bizarre and novel experimental.<p>I&#x27;ve been a fan ever since I was programming AmigaE, and it was the first and only development tool I&#x27;ve spent money on.
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qzncalmost 12 years ago
I especially like his screenshot: A little minecraft clone with its code in a single image.<p><a href="http:&#x2F;&#x2F;i.imgur.com&#x2F;ZZWFkXn.jpg" rel="nofollow">http:&#x2F;&#x2F;i.imgur.com&#x2F;ZZWFkXn.jpg</a>
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tomlualmost 12 years ago
At first glance it seems like an amazing language. Very few basic building blocks, and yet it manages to capture a good deal of the advanced features of modern languages. Nice, parsimonious syntax too. I especially like the Rubyesque way blocks are passed to functions.<p>Couple of things I imagine might bother me:<p>* Lack of upwards funargs. The reason stated is performance. I realise that it&#x27;s complicated to implement, but it might be possible to start out with cheap blocks and promote them later to full closures if necessary.<p>* Reference cycles as an error. It&#x27;s pretty easy to create these in legit circumstances. Maybe something like Python&#x27;s auxiliary GC could be useful here.
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hmansalmost 12 years ago
It&#x27;s been out for 2 hours and there&#x27;s still no SublimeText syntax package?
moron4hirealmost 12 years ago
The sound system appears extremely primitive. I also don&#x27;t seen anything that makes game programming particularly &quot;easy&quot; over just using regular, ol&#x27; graphics and sound APIs in a general purpose language.
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Stranger2013almost 12 years ago
Is it a thought experiment or something that author suggests people use for real-world commercial projects? It would be nice to see some sort of feature comparison table (vs Lua, vs JS etc.).
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lucian1900almost 12 years ago
Interesting syntax, it&#x27;s the first sane-looking block-based Python-like syntax I&#x27;ve seen.
webjprgmalmost 12 years ago
I tried to find a way to store a function in an object to call later, and after fighting the syntax I hit a bus error. I guess that is only possible with full closures.<p>I was trying to have a vector of behaviors for my sprites, which would hold arbitrary functions to call when updating the sprite. I don&#x27;t need to capture any variables, so I don&#x27;t actually need a closure. But the scope in which the anonymous function was initially created is long gone, so that&#x27;s probably the issue.<p>I&#x27;ll see if co-routines can solve this for me ...
webjprgmalmost 12 years ago
At first glance I love this syntax. I&#x27;ll have to pull out some of my hypothetical syntax notes to see if any holes I came up with for my language attempts apply here, but I very much like it.<p>Using high-level function constructs for main language flow control features seems to be in vogue. Rust does it too. I liked it when I learned Scheme and have been wanting it to be more main stream since then. That&#x27;s probably why I like Ruby, since Ruby&#x27;s blocks are close for many uses.<p>I&#x27;ll play with this more when I get home tonight.
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Nekorosualmost 12 years ago
At first sight I thought &quot;meh&quot; but then I saw multimethods and coroutines. I will definitely spend some time with this new toy.
ismyrnowalmost 12 years ago
+1 for the link to the Java AbstractSingletonProxyFactoryBean class doc.
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