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by badsectoracula 1805 days ago
A few years ago i was actually considering making a Smalltalk "dialect" (which i called Gametalk :-P) just for gamedev - some modern engines remind me a lot of Smalltalk in how they work, but they obviously stop at the resource editing level. So i thought that making the entire thing "live" and in itself would be the next obvious step.

(the reason i decided for a dialect is that modern Smalltalks carry a TON of baggage they collected over the decades - sure the language is tiny but they carry more objects than a transatlantic freighter :-P - and i wanted something lean with only the stuff i needed)

I never went beyond the prototyping phase but probably will pick the project up again if i end up getting annoyed by my current language and framework choices :-P.

3 comments

Someone made a bridge between Pharo and Godot which looks pretty interesting. I've not dabbled in it myself yet, but they have a doc describing how it works: https://gitlab.com/chandler.justin.s/godot-talk-VM/-/blob/ma...
You might take a look at Cuis as a possible starting point. Its goal is to be a lean dialect of Smalltalk.
Yeah i've seen Cuis at the past, it is certainly a leaner Smalltalk compared to Pharo (though TBH i am not a fan of Squeak's UI). If nothing else it can serve as inspiration.

Also now that i think about it, Cuis might be a good Smalltalk environment for starting out or learning about the language in general since i always get the feeling that the more feature packed dialects like Pharo are a bit intimidating.

Juan has done some really impressive work on Morphic3, which uses a vector graphics engine of his own design. He's also pared down Cuis' version of Morphic to its most basic elements, so one could change the appearance of the UI to whatever, theoretically
It is called Objective-C. :)