Programming Language for Games, part 3

bearophile via Digitalmars-d digitalmars-d at puremagic.com
Sat Nov 1 04:31:29 PDT 2014


Third part of the "A Programming Language for Games", by Jonathan 
Blow:
https://www.youtube.com/watch?v=UTqZNujQOlA

Discussions:
http://www.reddit.com/r/programming/comments/2kxi89/jonathan_blow_a_programming_language_for_games/

His language seems to disallow comparisons of different types:

void main() {
     int x = 10;
     assert(x == 10.0); // Refused.
}


I like the part about compile-time tests for printf:
http://youtu.be/UTqZNujQOlA?t=38m6s

The same strategy is used to validate game data statically:
http://youtu.be/UTqZNujQOlA?t=55m12s

A screenshot for the printf case:
http://oi57.tinypic.com/2m5b680.jpg

He writes a function that is called to verify at compile-time the 
arguments of another function. This does the same I am asking for 
a "static precondition", but it has some disadvantages and 
advantages. One advantage is that the testing function doesn't 
need to be in the same module as the function, unlike static 
enums. So you can have the function compiled (separated 
compilation). Perhaps it's time for DIP.

Bye,
bearophile


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