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	<title>Jemgine</title>
	<link><![CDATA[http://www.gamedev.net/index.php?app=blog&module=showblog&blogid=342]]></link>
	<description>Jemgine Syndication</description>
	<pubDate>Sun, 30 Oct 2011 20:50:39 +0000</pubDate>
	<webMaster>support@gamedev.net (GameDev.net)</webMaster>
	<generator>IP.Blog</generator>
	<ttl>60</ttl>
	<item>
		<title>DeyjaScript 12 : Closures</title>
		<link>http://www.gamedev.net/blog/342/entry-2250912-deyjascript-12-closures/</link>
		<category></category>
		<description><![CDATA[The next step after lambda functions is obviously closures. Without closures, I couldn't write code like this.<br />
<br />
<pre class='prettyprint'>
var view = new View(world, new Rectangle(0,0,800,600));
bindKey("W", &#91;void v&#93; { view.panCamera(0.0, 1.0, 5.0); }, true);
</pre><br />
<br />
Closures allow lambdas to use variables local to the function they are declared in. To...]]></description>
		<pubDate>Sun, 30 Oct 2011 19:37:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250912-deyjascript-12-closures/</guid>
	</item>
	<item>
		<title>DeyjaScript 11 : Enough blather; time to actually use it.</title>
		<link>http://www.gamedev.net/blog/342/entry-2250793-deyjascript-11-enough-blather-time-to-actually-use-it/</link>
		<category></category>
		<description><![CDATA[I mentioned last time that I might start integrating this scripting language with that <a href='http://www.gamedev.net/blog/342/entry-2250747-gnome-colony-build-demo/' class='bbc_url' title=''>other thing</a>, and I did. Nothing evolves a library faster than actually using it. First, I designed the interface I wanted scripts to see. The first thing I want to use...]]></description>
		<pubDate>Tue, 18 Oct 2011 23:53:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250793-deyjascript-11-enough-blather-time-to-actually-use-it/</guid>
	</item>
	<item>
		<title>DeyjaScript 10 : Lambdas</title>
		<link>http://www.gamedev.net/blog/342/entry-2250765-deyjascript-10-lambdas/</link>
		<category></category>
		<description><![CDATA[I started thinking, okay, I've written this thing. Now how can I actually use it? Wasn't I supposed to be making a mud engine? Yeah, well, I already don't want to anymore. Instead, I'm going to use DeyjaScript in this thing, <a href='http://www.gamedev.net/blog/342/entry-2250747-gnome-colony-build-demo/' class='bbc_url' title=''>http://www.gamedev.n...ony-build-demo/</a> . I'll use it to implement an...]]></description>
		<pubDate>Tue, 11 Oct 2011 13:13:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250765-deyjascript-10-lambdas/</guid>
	</item>
	<item>
		<title>Gnome Colony Build Demo</title>
		<link>http://www.gamedev.net/blog/342/entry-2250747-gnome-colony-build-demo/</link>
		<category></category>
		<description><![CDATA[So, I think this is finally ready to show people.<br />
<br />
Here's a screenshot I took.<br />
<a class='resized_img' rel='lightbox[2250747]' id='ipb-attach-url-5708-0-21705300-1320007839' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=blogentry&attach_id=5708" title="gcbuilddemo.png - Size: 164.62K, Downloads: 12"><img src="http://uploads.gamedev.net/blogs/monthly_10_2011/blogentry-28344-0-72689600-1318048400_thumb.png" id='ipb-attach-img-5708-0-21705300-1320007839' style='width:550;height:413' class='attach' width="550" height="413" alt="Attached Image" /></a><br />
<br />
Here's something someone else made.<br />
<a class='resized_img' rel='lightbox[2250747]' id='ipb-attach-url-5706-0-21672100-1320007839' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=blogentry&attach_id=5706" title="nullsoldier.png - Size: 336.14K, Downloads: 12"><img src="http://uploads.gamedev.net/blogs/monthly_10_2011/blogentry-28344-0-24371700-1318048387_thumb.png" id='ipb-attach-img-5706-0-21672100-1320007839' style='width:550;height:427' class='attach' width="550" height="427" alt="Attached Image" /></a><br />
<br />
And here is the actual thing...!<br />
<a href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=5707" title="Download attachment"><img src="http://www.gamedev.net/public/style_extra/mime_types/zip.gif" alt="Attached File" /></a>
&nbsp;<a href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_id=5707" title="Download attachment">GCBuildDemo.zip</a> <span class='desc'><strong>(710.09K)</strong></span>
<br /><span class="desc info">Number of downloads: 13</span>]]></description>
		<pubDate>Sat, 08 Oct 2011 04:32:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250747-gnome-colony-build-demo/</guid>
	</item>
	<item>
		<title>DeyjaScript 9 : Arrays and Generics</title>
		<link>http://www.gamedev.net/blog/342/entry-2250719-deyjascript-9-arrays-and-generics/</link>
		<category></category>
		<description>For arrays in this language, I had two requirements. First, they had to be dynamically sized, and second, they had to be type-safe. But, when I want about trying to actually implement them, I discovered that my current implementation of the type system could handle only one or the other. I could create arrays, but like in C++, the array itself...</description>
		<pubDate>Sun, 02 Oct 2011 01:55:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250719-deyjascript-9-arrays-and-generics/</guid>
	</item>
	<item>
		<title>DeyjaScript 8 : Modules</title>
		<link>http://www.gamedev.net/blog/342/entry-2250692-deyjascript-8-modules/</link>
		<category></category>
		<description><![CDATA[I try to keep the ultimate goal of this project, to be used in a mud engine, in mind when I decide what features to implement next. So I decide that modules are next. Actually compiling a self-contained module is straightforward. I changed the 'ExecutionContext' into a 'ScriptEngine'. I gave it a global scope. Each module will get...]]></description>
		<pubDate>Tue, 27 Sep 2011 01:56:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250692-deyjascript-8-modules/</guid>
	</item>
	<item>
		<title>DeyjaScript 7 : Scope fixes and Inheritance</title>
		<link>http://www.gamedev.net/blog/342/entry-2250673-deyjascript-7-scope-fixes-and-inheritance/</link>
		<category></category>
		<description><![CDATA[This entry will be formatted as a series of features, and some notes on their implementation. <br />
<br />
First, I created a proper scope stack. This allowed me to fix the problem of variables 'leaking out of' blocks. Code like this used to be possible.<br />
<br />
<pre class='prettyprint'>
if (condition) {
	int x = 5;
}
x = 6; //Just fine!
</pre><br />
<br />
It takes more work to...]]></description>
		<pubDate>Fri, 23 Sep 2011 18:20:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250673-deyjascript-7-scope-fixes-and-inheritance/</guid>
	</item>
	<item>
		<title>Source for the previous entry</title>
		<link>http://www.gamedev.net/blog/342/entry-2250663-source-for-the-previous-entry/</link>
		<category></category>
		<description><![CDATA[I fixed those design flaws I talked about in <a href='http://www.gamedev.net/blog/342/entry-2250653-deyjascript-6-member-variables-and-design-flaws/' class='bbc_url' title=''>http://www.gamedev.n...d-design-flaws/</a> so here is the source. There isn't actually anything to say about it, as it doesn't do anything it didn't already do. Except string literals.<br />
<br />
Some changes<br />
-Functions now get their own chunk of...]]></description>
		<pubDate>Wed, 21 Sep 2011 13:07:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250663-source-for-the-previous-entry/</guid>
	</item>
	<item>
		<title>DeyjaScript 6 : Member Variables and Design Flaws</title>
		<link>http://www.gamedev.net/blog/342/entry-2250653-deyjascript-6-member-variables-and-design-flaws/</link>
		<category></category>
		<description><![CDATA[Installment six, in which I implement member variables and the whole thing starts to unravel. I always find that there's a certain point in a project where the abstractions that I've chosen suddenly show their flaws, and this is that point. A series of kludges, rather than proper design, makes this work.<br />
<br />
Declaring member variables is...]]></description>
		<pubDate>Mon, 19 Sep 2011 12:31:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250653-deyjascript-6-member-variables-and-design-flaws/</guid>
	</item>
	<item>
		<title>DeyjaScript 5 : Objects and methods</title>
		<link>http://www.gamedev.net/blog/342/entry-2250651-deyjascript-5-objects-and-methods/</link>
		<category></category>
		<description><![CDATA[I have to say, after getting to the fifth installment in about a week, that I like this style of 'journaling' 'tutorials'. I'm not writing what you should do to create a scripting language, instead I'm just saying what I have done. It also forces me to find a single isolated feature and implement it. I did something similar...]]></description>
		<pubDate>Sun, 18 Sep 2011 13:58:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/342/entry-2250651-deyjascript-5-objects-and-methods/</guid>
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