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DeyjaScript 4 : Functions

Posted by Deyja, 17 September 2011 · 39 views

In this installment I continue to reinvent the wheel by implementing function calls. First I write the grammar, and quickly implement calling system functions, since they already exist.


parameterList.Rule = MakeStarRule(parameterList, ToTerm(","), expression);
functionCall.Rule = identifier + "(" + parameterList +...


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DeyjaScript 3 : Control structures

Posted by Deyja, 16 September 2011 · 29 views

Time now for control structures. But first, I made some changes. I implemented registers, and I stashed the frame pointer and the stack pointer in there. The registers, like the stack, is just an array of objects. It's inefficient for integral types, but it allows the VM to pretty much ignore types. It still assumes that the frame pointer and stack...


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DeyjaScript 2 : Variables

Posted by Deyja, 14 September 2011 · 37 views

Next I'm going to add variables. First I'll add identifiers and variable declarations to the grammar. I won't be supporting any sort of initialization yet, so I don't need to add that to the grammar. I also go ahead and create a statement rule, and a statement block. Later I added assignment statements.


var identifier =...


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Lets make a mud engine.. but first a scripting language.

Posted by Deyja, 13 September 2011 · 306 views

Lets make a mud! Why? Why not? I love muds, which is very odd because one thing I do not love is actually playing muds. They are sort of a poor-man's MMORPG, an MMO you actually can run out of your living room. It amazes me that there aren't more people making them. I've actually built a mud engine from scratch before. Four times, in fact,...


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Compiling an entity to a single vertex buffer

Posted by Deyja, 08 August 2011 · 75 views

I've copied this from my 'real blog', at jemgine.omnisu.com, as I almost always do. Perhaps, though, I should claim this as the 'real blog', since it has far more readers. This is about my 2d game engine, Jemgine, which I talk about all...






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