• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    625
  • comments
    1446
  • views
    1006398

Quick Epoch stuffs

Sign in to follow this  
Followers 0
ApochPiQ

950 views

It's been a productive weekend for Epoch! Today I got postfix entities working correctly, implemented a bunch of overload resolution logic, and made a few other miscellaneous fixes and tweaks.

As of now, at least four of the compiler test programs are passing. I still need to work through a lot of stuff:

  • Infix operator precedence rules are busted
  • Type inference for certain expression forms is broken
  • Overload resolution doesn't quite work all the time
  • Parser and compiler diagnostic errors are terrible (or just plain non-existent)
  • There's still lots of room for optimizations
  • Much of the code needs cleanup
  • And of course there are vast swaths of documentation to write

    So it'll be a while yet before Release 12 ships, but we're getting there. The end is definitely in sight, and it feels great to be in a position where the remaining tasks are just some bullet points and bugs rather than "hey, go rewrite an entire compiler! Yayy!"

    Probably the single biggest task will be getting decent diagnostic errors from the compiler. That's a huge chunk of territory I haven't even begun to mess with in this new compiler architecture, and it'll be time before I have a good sense for how much effort will be involved in getting good errors out. Until then, any broken program is likely to just fail in cryptic and unhelpful ways.

    I'm pondering kicking R12 out the door without decent errors, but I don't think it's the best idea ever.


    Speaking of ideas, I'm thinking of changing a couple things in the future (probably not R12 because I already have enough to do for that milestone).

    Currently, Epoch programs look like this:

    some_function : (integer(param)) -> (string(return, ""))
    {
    real(some_variable, 3.14159)
    }



    What if they looked like this, instead?

    some_function: integer<'param'> -> string<'return'>("")
    {
    real<'some_variable'>(3.14159)
    }


    Function definition syntax loses some extraneous parentheses, and variable definitions get called out in two specific ways: angle brackets indicate compile-time code invocation, and single quotes indicate identifiers that have not yet been used in the program. This distinguishes the variable definition foo<'bar'> from the function call foo(bar) in a clean way.



    Thoughts?

0
Sign in to follow this  
Followers 0


2 Comments


What about...
[CODE]
some_function : integer:param -> string:return("")
{
real:someVariable(3.14159)
}
[/CODE]
Or alternatively...
[CODE]
some_function param:integer param2:real -> return:string
{
return = cast(string, param) ; cast(string, param2)
}
[/CODE]
I don't really like making ' and " different in any way. In fact, I much prefer the PYTHON style of quotation, where you just have to match the appropriate ' or ". Making them behave different is just error prone.

Also in that realm is that <> is a lot of extra typing (shift and all that) for very little gain.

The latter example of those two above could be read almost as
"some function that takes a parameter of type integer and a parameter of type real and returns a string."
The first example isn't too hard to parse mentally either:
"some function that takes an integer parameter and return a string result."

I also find object construction to be a bit wonky as well...
[CODE]
SomeType(variableName, constructionParameter1, constructionParameter2)
//or .. depending on the TYPE that is SomeType (fundamental vs structural)
SomeType variableName(cp1, cp2)
[/CODE]
A preference should be given for a single, clear, object (of any type) initialization. My personal preference in this case would be:
[code]
variableName = SomeType(cp1, cp2)
myInt = integer(12)
myString = string("")
myBuffer = buffer(512)
//OR, to make the language parsing a bit easier...
variableName := SomeType(cp1, cp2)
myInt := integer(12)
myString := string("")
myStr2 := string('note the quotes')
myBuffer := buffer(512)
[/code]
1

Share this comment


Link to comment
I like the look of the declarations without parentheses but I dont like how you are differentiating variable definitions and function calls.
Not much of a comment but I figured I would give my opinion on the [i]look.[/i]

Im looking forward to R12!
0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now