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h2aichattoday at 7:22 AM4 repliesview on HN

This is a massive undertaking... building a whole language + IDE + engine from scratch is insane. I am curious: what made you go with a custom language instead of just embedding Lua or something? Was it a learning thing, or do you think Exp brings something Lua (or GML) doesn't?


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am-gmtoday at 11:11 AM

Thanks! so, at first i really used C# for scripting language, so it was like GameMaker-8 but C# instead of GML... but after almost year of development, i was bored. it wasn't exciting anymore, and when i asked myself what would make it exciting again, the answer was "my own language". i don't know why, but it's something i always wanted to build by myself. i had absolutly 0% idea on HOW, but after a break of more than a year, one day i just tried and unlike a few previous times, this time it started clicking, and this what bringed me back to the abandoned game engine

scrlktoday at 10:29 AM

Reminds me of the Tomorrow Corporation (developer of World of Goo) tech demo: https://www.youtube.com/watch?v=72y2EC5fkcE

Their entire stack is custom (language, compiler, IDE, build system, engine). Has neat features like time-travelling debugging and instant hot-reloading for code and assets.

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soniczentropytoday at 10:11 AM

As somebody else with a game engine that has its own scripting language:

AI is incredibly good at making scripting languages with your ideal dream syntax/functionality. It's pretty fun to use it.

(No, neither my engine nor my language is worth using and never will be)

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