WickedSmoke
Ultima IV used one to animate sprites on it's title screen map. For the next version of XU4 I implemented three bytecode interpreters to script the entire title sequence. There's a high level presentation interpreter, a GPU rendering interpreter, and one for the Ultima IV bytecode.
When using Chrome the layout and interaction works, but even then browsing is a poor experience as only four items can be seen at once so lots of scrolling is needed.
Sheesh... modern web design is a disaster. This sort of collection could really use static pages with labels as links and small thumbnails showing at least 50 items per page.
[Edit] I recommend https://ambientcg.com/ instead as that site is much more responsive.
I developed my own tool for building C/C++ projects which follows this style. It automatically handles things like Qt moc and scans the source files for headers, so in your example even the hdrs line can be omitted.
It does appear to be an experiment in package management that got out of hand. Basic usability is lacking, as I was unable to even get a listing of available packages on a NixOS virtual machine due to nix-env requiring well over 1GB of RAM. This flagrant waste of resources doesn't inspire confidence in the quality of the tools.
I'd rather see existing packaging data leveraged rather than adding a new language to the mix. Something like a translator or interpreter for RPM .spec files, for example.
There are a growing number of stand alone support modules in my projects that I need to publish as a collection some day. Here's a couple links to some of them:
- https://github.com/WickedSmoke/faun/tree/master/support
- https://github.com/xu4-engine/u4/tree/master/src/support
These include more exotic stuff like a grid based field-of-view calculation and a version of the sfxr synthesizer.