trying to resurrect my zdoom lua branch, but large chunks of the runtime now exist in a /separate/ scripting system which is making that difficult
@eevee sad about cpp dependencies or defunct scripting? Dead scripts make me sadder tbh they’re like treasure maps to nothing in a language I don’t know
@chead sad about a whole custom scripting language being added and it's basically just interpreted c++. unbelievable amount of missed potential
@eevee so the worst of both worlds,
dev didn't want lua because it's sloppy and he likes the rigor of c++
dev also didn't want non-nullable pointers because c++ doesn't have them so he doesn't see the need
@eevee this dev needs some self-reflection and that’s not even a pun
@eevee there's rust doom?
@astraluma no, idchoppers is written in rust
@eevee aww I was hoping for a second
@Jmtd the water authority of dickson county?
@eevee that's a better unpacking than the real one (was compiler, which doesn't really compile). I wrote a haskell reimplementation if that sounds interesting (called "liquorice")
@eevee As of a day or two ago the last of the work to ZScriptify AActor and all its subclasses was completed, I'm not sure how good an indicator that is of a clean separation between engine and game logic but it seems encouraging?
@jplebreton i'm hoping that'll make it easier to put another language /in/, but i fear it complicates access to all those zscripted objects that are natively supported by the engine
@jplebreton might be wrong though, will just have to see how this looks once i get it building again
@eevee As I understand it, the push was to have 0 remaining native code for dealing with those classes. Not sure of all the low level implications of that tho.
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