Re:Game Programming Patterns – Bytecode
by yoodenvranx on Tuesday March 25, 2014 @04:45PM
(#7468837)
Are there any good real-world examples for this?
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It's a similar observation to the Inner Platform Effect http://en.wikipedia.org/wiki/Inner-platform_effect
Any project that runs some sort of external script would count. Soon a config file has some sort of conditional (#define grows #ifdef) and variables.
Also any project that has a VM (in the traditional sense) such as SCUMM.
It incorporates the notion that Lisp will do everything already, the code as data as code that Lisp gives you is a win that coders dismiss until it's too late and they have spent years learning C++
The browser.
Well, it's pretty formally specified now. (Also pretty fast.)
Re:Game Programming Patterns – Bytecode
by silentOpen on Wednesday March 26, 2014 @03:29PM
(#7475847)
It's kinda sorta specified in English prose. I wouldn't call that formal, though.
Re:Game Programming Patterns – Bytecode
by steveklabnik on Tuesday March 25, 2014 @04:49PM
(#7468863)
Emacs? ;)