Re:Ask HN: Do you have any code or projects of your own you ...
by matthew-wegner on Thursday April 30, 2009 @12:08AM
(#586370)
Unity is a game engine that uses Mono as its scripting languages. You can recompile on the fly (you frequently play the game in-IDE during development). All public variables are exposed to its inspector and survive this recompilation.
It's a great engine in general: http://unity3d.com
Re:Ask HN: Do you have any code or projects of your own you ...
by aaronblohowiak on Thursday April 30, 2009 @02:58AM
(#586504)
Mono is not a scripting language. The Unity Scripting language is similar to ECMAscript, but is not standard and does not have comprehensive documentation. It is true that you can interact with the mono / .net 2.0 system libraries.
... and you have about a 1/3 chance of it crashing if you are using the recompile on the fly as you edit.. command p, alt+tab, save, alt+tab, command p...
Re:Ask HN: Do you have any code or projects of your own you ...
by carterschonwald on Thursday April 30, 2009 @01:22PM
(#587086)
sounds like you should look at haskell for a few design ideas about reifying state
One thing is automatically preserving state across a reload. This is really hard if I allow the programmer to store state any way that they want- I can't tell which things I should preserve. So the language forces the programmer to declare their stateful things in a special way.
Another thing is introspecting on code. I want to be able to click an image and then see all of the calculations that went in to that image's position (maybe so that I can change them). But this is pretty hard in most languages. Aliasing makes it hard. So this language discourages operations which are hard to introspect.
So I could theoretically support Ruby or something, but it would turn out to be "not really Ruby", because there would be a lot of stuff you wouldn't be allowed to do.