Calandiel

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> > > > > Yeah, I'm working on it. Let me know if you have any questions. It's a big project, but I'm making progress. > > > >...

This is almost finished, only pending graphics

> I noticed this trend lately, using dynamic typed programming languages and then going through a lot of effort to gain the safety of strongly typed languages. Why not use...

Lua also gets you much easier modding, hot-loading, and control through the love2d framework without having to do low level work yourself but thats a cherry on top so to...

If you guys think using rust codebase is more desirable, I can GPL it but I'd need help getting it up to the same amount of features as current sote...

The UI library sote uses, Milky, was written by me when lua didnt have many good ui libraries available. I have reimplemented it in Rust for sote. That being said,...

I'm familiar with it but that'd be writing the game from scratch. I'd only consider Rust because I've ported a large chunk of it a year and a half ago...

Indeed! That's also why using the existing C++ as the first step is a p quick way to get world gen going :wink: But yeah, I have looked at jai....

Teal ought to preload everything ahead of time, otherwise require adds a compilation cost. Presumably during asset loading or within main. Something along the lines of a large list of...

Oh, I noticed you use records for modules in teal. I believe that's not necessary? This is a valid module in Teal: ``` local addsub = {} function addsub.add(a: number,...