Re:Take Over The Galaxy with GitHub (DCPU16 support)
by masklinn on Tuesday April 10, 2012 @01:51PM
(#3823445)
Low-level lisps à la GOOL/GOAL[0] will probably gain some traction as well, or so I hope.
[0] http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp
Re:Take Over The Galaxy with GitHub (DCPU16 support)
by wjbr on Tuesday April 10, 2012 @03:47PM
(#3824029)
Did they ever get released to the public?
Re:Take Over The Galaxy with GitHub (DCPU16 support)
by duaneb on Tuesday April 10, 2012 @07:48PM
(#3825116)
No, but the design docs are still out there if you contact the former engineers. I would distribute them if I had permission.
Re:Take Over The Galaxy with GitHub (DCPU16 support)
by cpeterso on Tuesday April 10, 2012 @02:03PM
(#3823508)
I agree that 0x10c DSLs that control game play will be more successful than a C compiler. :)
Re:Take Over The Galaxy with GitHub (DCPU16 support)
by mzl on Wednesday April 11, 2012 @04:30AM
(#3826524)
The polymer article was very interesting, really cool stuff. However, I could not find any mention of using a constraint solver for instruction level timings. Is that in another article, or did I just miss it?
The Haskell embedding is very likely to head in that direction.
(See e.g. in this style : http://www.fftw.org/faq/section4.html#whyfast or this style : http://www.cse.unsw.edu.au/~chak/papers/polymer.pdf -- code generation + DSL + constraint solver for instruction level timings).
At least, that's what I'd do.