• 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
  • comments
  • views

Refactoring makes my brain hurt.

Sign in to follow this  
Followers 0


So as threatened, I implemented generic types last weekend. Took about a solid afternoon to make it happen, so not bad at all.

In the process, I realized that there's just a ton of code in the Epoch compiler in particular that's... gross. So I took a few days and cleaned it up substantially. As a bonus, adding namespaces to the language should be pretty smooth now, once I get around to it.

There's still a lot of cleanup left to do, and even more documentation; the code is in a sorry state these days due to a combination of neglect and churn... which, now that I say it out loud, is a weird combination.

Anyways, bottom line is that I need to spend a healthy chunk of time just going through the entire code base and making it sleek. Apparently people actually download the code on occasion, so it's worth making sure that the quality reflects on my actual programming habits and not my quick-and-dirty prototyping habits :-D

I'll probably split the next few weeks between minor cleanup tasks and implementing generic (i.e. templatized) code generation. That's going to be a nightmare.

Sign in to follow this  
Followers 0

1 Comment

I know your pain, I'm 3/4 of the way through the front end of the compiler for my scripting language Mir (similar to C#) and things can get pretty unmanageable if you don't have a clear design in mind. My parser alone is over 3000 lines of code.

What kind of syntax are you using for generics? The <> style has proven to be hell to parse correctly in expressions because in my case it makes the grammar context sensitive. I ended up having to defer expression parsing until the contextual analysis phase. The parser just determines the set of tokens that correspond to each place an expression should be and passes those on to the next phase. The contextual analyzer then checks each identifier as it parses to see if it is declared as a template and then if so parses the '<' as the start of a template instantiation, rather than a less-than expression.

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