ulox
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A bytecode interpreted scripting language for games in Unity.
We are a stack based vm at present but the move to 32bit byte code packets means most ops have lots of empty space to store the locations of their...
We already have some rules of thumb here; - The more the language cares about it, the closer to the compiler and vm it gets. - E.g. It cares about...
And if valued propose draft. Working in c#, I often miss the simplicity and power of c++, string replacement style templates.
Allow the user to write the results of testing out to disk or later processing. trx would make sense, or junit
a la closure We should also then rename build commands
ulox should be able to function with https://docs.microsoft.com/en-us/dotnet/core/deploying/native-aot This work would lead to the ability to deploy ulox as a single executable for cli which might be fun
While building ulox in unity try it out is a fun exercise, it's not the nicest code editor or the easiest to layout. If straight forward, consider creating a webasm...
Ability to schedule an expression at the end of scope. Allows keeping related operations together in code, easier to reason about, rather than in the order they must run, easier...
While it does have cooperative elements via yeilding sub vms, the language has no concept of threads or parallelism. How might such a thing be possible or beneficial in ulox?
We have `i += 1;` but `obj.a += 1;` fails to compile as following the compiler does not expect to have to handle compounds following a dot. Ideally chained dots,...