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A bytecode interpreted scripting language for games in Unity.

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There are two code shapes we encounter that are unpleasant and non-obvious to skim over. ```js if(need a) { do a thing //because need a d we also need b...

enhancement

- [ ] length - [ ] trim(s) - [ ] pad(s) - [ ] number to string formatting - [ ] substr - [x] interpolation

enhancement

VM instrumentation of some form would be required but once in, if cheap enough, could track which ops in which chunks are run. Useful for test coverage and dead code...

enhancement

Single library that provides all access to things that might actually be dangerous for the language to do. For our starting purposes this is just file read and write. Insprired...

enhancement

Following #97 Is there value in the described pairs iteration for native maps

enhancement

And if valuable propose draft. We presently treat all types the same, it assumes correct and then fails a type conversion or throws a not found in dictionary expection.

enhancement

In some of our benches scanning/tokenisation is far slower than the actual bytecode generation. While not an issue at present it feels wrong.

optimisation

Hey @stevehalliwell, congrats on the project! Your project is incredible, I believe it's the best in C# that I've ever seen and also the most complete. I'm wanting to use...

A fun with a loop with a var (a,b,c,) = Invoke(), then if a continue appeared to have a type mismatch