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

i'm not even sure how to iterate over an inventory from c++ any more

also the "scripted" versions still involve manually following a linked list and i am just so sad about this

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this omnipresent type blocks direct use of `new` but there is no documentation on this or what i'm supposed to do instead; that information exists only in the commit that made the change

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slade is eternally broken, zscript makes me sad to look at, gzdoom source is impenetrable, i'm bad at rust. what kind of doom shenanigans does that even leave

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@eevee sad about cpp dependencies or defunct scripting? Dead scripts make me sadder tbh they鈥檙e like treasure maps to nothing in a language I don鈥檛 know

@chead sad about a whole custom scripting language being added and it's basically just interpreted c++. unbelievable amount of missed potential

@chead bingo

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鈥檚 not even a pun

@astraluma @eevee There's this project, but it's very early and its creator only seems to tinker with it every so often: github.com/cristicbz/rust-doom

@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")

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