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by dmitriid
1465 days ago
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> He has made a few good games, but how has he done anything that would paint him as a competent language designer? You can watch his Twitch streams and see what he does and how he uses the language. He's developing at least two games using it (the development of one of them he also shows on stream) and so far it's been proven to be a very strong contender for a C-like language suitable for game development. Just the fact that his entire 3-D game builds in under a few seconds is definitely something to aspire to. |
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Jon and the authors of uxn commit a common fallacy in that they're chasing a brass ring of in-the-small performance metrics, getting it in the form of particular demonstrations, and then gradually accreting features to it until, most likely, they end up in a similar position to the old tech. Many software projects start off as the "light and simple alternative" and then develop into something not light and simple. This isn't necessarily an issue for any particular project, because if you know the goal of your tech, you don't need all the features and so can omit some things to claim a definite advantage for the application; but it's not in and of itself a solution to the general issue of making computing better, because it entails bespoken effort from expert practitioners, while the general trend in computing tech is the same as most industrial automation - it's quality-first. Quality comes first when you automate, because a superhuman level of quality can redefine what's possible, and it can compensate for the downsides of not being a bespoke, artisanal result.
The actual problem faced by language authors is that they face difficulty in defining quality while also generalizing the problem space. New languages are mostly "old concepts, new syntax and libraries" - still giving improvements in UX and therefore quality, but with most of the features carried over from previous languages.