Jump to content
  • Advertisement
Sign in to follow this  
oamsath

Unity A New Game Programming Language Idea

This topic is 2557 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello GameDev Community..

I'm currently pursuing Bachelor Degree in Computer Science, and currently brainstorming some ideas for my Graduation Project. My interests include Compiler Theory and Game programming. I've been using XNA for years and some OpenGL.

I've came up with an idea that I'm hammering right now for flaws and things I may not have considered. and some friend suggested that I should post into forums concerning with games. and Here I'm :D

My idea is creating a new language for games, making game development easier. It will be object oriented and supporting many high-level gaming features like:

auto-implementing state machines
an enhanced pipeline for loading resources (sounds, models, textures, ....)
defining auto templates for screens, memory management, and other things.

Another thing is that I'm fascinated with the drag and drop code snippets from x-code and unity IDE. I'm hoping that I can make my language as easy to write as that !

The idea that it will not be compiled into machine code but to existing class library i will make in c++ and open-GL. then use a c++ compiler to produce a ready game.
This will enable future enhancements to include another compiler to objective-c and java for mobiles, and maybe to java-script or action-script for web.
The same code for all platforms :D

I'm currently open to all new ideas. Can i hear your thoughts about other features or things to research in? Thanks.

Share this post


Link to post
Share on other sites
Advertisement

Hello GameDev Community..

I'm currently pursuing Bachelor Degree in Computer Science, and currently brainstorming some ideas for my Graduation Project. My interests include Compiler Theory and Game programming. I've been using XNA for years and some OpenGL.

I've came up with an idea that I'm hammering right now for flaws and things I may not have considered. and some friend suggested that I should post into forums concerning with games. and Here I'm :D

My idea is creating a new language for games, making game development easier. It will be object oriented and supporting many high-level gaming features like:

auto-implementing state machines
an enhanced pipeline for loading resources (sounds, models, textures, ....)
defining auto templates for screens, memory management, and other things.

Another thing is that I'm fascinated with the drag and drop code snippets from x-code and unity IDE. I'm hoping that I can make my language as easy to write as that !

The idea that it will not be compiled into machine code but to existing class library i will make in c++ and open-GL. then use a c++ compiler to produce a ready game.
This will enable future enhancements to include another compiler to objective-c and java for mobiles, and maybe to java-script or action-script for web.
The same code for all platforms :D

I'm currently open to all new ideas. Can i hear your thoughts about other features or things to research in? Thanks.


I did something similar awhile ago but abandoned the project because after I really thought about it I realized it was pointless.

Share this post


Link to post
Share on other sites
If you may, please be more elaborate. Perhaps showing me why you thought it was pointless?
On a perfect assumption, if done correctly. it will serve as THE GAME PROGRAMMING LANGUAGE. one code to make for all platforms. the learning slope will be low, and it will produce results quickier. Why would you say other wise?

Share this post


Link to post
Share on other sites

If you may, please be more elaborate. Perhaps showing me why you thought it was pointless?
On a perfect assumption, if done correctly. it will serve as THE GAME PROGRAMMING LANGUAGE. one code to make for all platforms. the learning slope will be low, and it will produce results quickier. Why would you say other wise?


I switched my attention to just writing a video game library because I soon realize that the over head of a scripting language was just a wast when I could get C++ to do nearly as clean code with only minor compromise.

Share this post


Link to post
Share on other sites

On a perfect assumption, if done correctly. it will serve as THE GAME PROGRAMMING LANGUAGE. one code to make for all platforms. the learning slope will be low, and it will produce results quickier. Why would you say other wise?


Because people have been trying to make the one last programming language for ages. It will be easy to use, it will run everywhere, it can be simple drag an drop... And none of them have ever come close. Programming is an exercise in competing trade-offs. A project with so many implications as a programming language only exacerbates those trade-offs.

Share this post


Link to post
Share on other sites
thanks for taking time to write this detailed reply :)


  • Give up the notion that anyone will ever use it, period. Nobody will. This is not meant to be disparaging, but just a realistic fact of programming. I've been working on a very ambitious programming language for years and nobody uses it except me. This is not to say that you shouldn't design it for other people's needs - just don't get your hopes up that anyone will care. If you can do this for your own enjoyment and education, so much the better; if you're only in it because you want to change the world, you're in for a very disappointing experience.[/quote]
    I'm looking at this from the learning angle. Something bright to put on my CV and to prove to myself that I didn't waste college years. I'm not heading for then next big-seller :)

    • Scale your goals back as much as possible. The more you try to make your language do, the more difficult it will be to design and implement. Start with something simple - especially if you are not already a world-class expert on language design and implementation. For instance, just making a language for state machines/AI scripting/etc. would be a challenge in and of itself, so why not start there? It's always easier to add more things to your project once you get a few features done, than it is to scale back when you realize you've bitten off far more than you can chew.[/quote]
      This is a point well taken. and will be discussed in detail with the team.

      • Remember that you have to finish this for a graduation project. It does not behoove you to think big. You should focus on making something small, cool, and very well polished. A large scale, ambitious project will not help you graduate if you utterly fail to accomplish anything with it. [/quote]
        Regarding the college part. I'm not proud of the next statement but here we go: the GP for any graduate isn't done for the college. it is done for himself. the college can pass ANY project. and i mean ANY. small MYSQL examples can pass :( . So even if i didn't finish it in 9 months. i can still work on it after graduation. this is a very ambitious project

        • You cannot achieve cross-platform support using abstraction and expect games to use it universally. This is the painful but vital lesson of Java, and to a lesser extent of the .Net ecosystem. At some point, games have to touch the hardware more or less directly, or as directly as possible. This is true on PCs but even moreso on consoles. If your tool gets in the way of working with low-level details, nobody will want it. Maybe it'll be nice for people who just want to crank out a game as fast as they can, but you're going to be competing with major players like XNA at that point, and I guarantee that an army of specialists can write a better game framework than you can. (Nothing personal!) [/quote]

          someone from college suggested that I make it for only 2D games to make sure it will be finished correctly. with leaving the door open for extending. And for the low-level details. I can ensure that most of the options are available through ready commands and implement them myself on other platforms.

          waiting for your reply.

Share this post


Link to post
Share on other sites
HI

I have a Languaje for making video game in progress but with diferent aproach.
A derivative of nobody know languaje called ColorForth, has a very interesting properties, very small source code and other surprises.
some ideas of forth languajes are in oposite direction from "normal" languajes.

http://code.google.com/p/reda4/

you can see examples for making shaders in forth here http://forthsalon.appspot.com/

ApochPIQ have reason !, very goods points!

Too many languajes...

Share this post


Link to post
Share on other sites
If my uni project experience is anything to go by, I would say its much more valuable (grade-wise) to make something flashy that is easy to understand, appeals to the person grading you and, as ApochPiQ said, is very polished, than it is to make something technically advanced, innovative or even useful.

Also, as someone with similar interests (I guess everybody in this thread is interested in programming languages and compilers), let me say that developing a solid language and compiler is a tremendous amount of work. It always seems much easier and less effort than it turns out to be, but its also not impossible. I would advise you to split the project into modular chunks so that you can stop after any chunk and still have a fairly complete work. That way if you run out of time or lose interest, you are not left with something useless. This is worth doing regardless of the project, just in case you have unforeseeable problems or setbacks!


[size="1"](PS: Sorry ApochPiQ & Telastyn for still not having replied to your replies to the Epoch thread, after you kindly replied to my questions sad.gif pretty embarrassed not to have made the time to do so...)

Share this post


Link to post
Share on other sites

I'm currently open to all new ideas. Can i hear your thoughts about other features or things to research in? Thanks.


Some things to research:
- First of all, get the real reasons why software development in general is hard and often delayed. What is the responsibility of the programming language ? What are the special characteristics of game programming ?
- Clearly differentiate between language and library features.
- Scripting languages. Why have they become popular (look at UnrealScript) ?
- Threading support ? Very important and ambitious.
- Event support.
- Test support ? Integration testing for multithreaded and distributed code is a real pain. Look at those useful but ugly mock frameworks. Could a programming language help ?
- What has drag&drop to do with programming languages ?
- What is the role of tools in the development environment ?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!