andolanra
Since then, aside from some interesting bits of work that didn't actually make shipping games easier, the engine really languished. My understanding is that a big part of the reason the engine was removed was that it made work on other parts of Blender more difficult, and that dispensing with the (little-used) engine in favor of the (increasingly popular) modeling tool was clearly a net benefit to being able to develop Blender, especially since the mantle of "open source game engine" had been taken up by other competent projects like Godot.
So yes, they may have at some point aspired to becoming a "mainstream game engine", but there's more to that effort than just aspirations and demos. (And at the same time, the fact that the BGE faltered doesn't mean that other open source game engine efforts would necessarily face the same fate.)
It's probably also worth saying that people have forked the game engine and you can still use it: the forked version is called UPBGE, and there are people out there trying to make it work. By and large, though, the Blender project seems to point people at projects like Godot, with the idea that a focused game engine is probably better suited to modern games than something that strapped a game engine onto a piece of modeling software.
data Term t where
Num :: Integer -> Term Integer
Bool :: Integer -> Term Integer
Add :: Term Integer -> Term Integer -> Term Integer
IsZero :: Term Integer -> Term Bool
IfThenElse :: Term Bool -> Term a -> Term a -> Term a
With this AST, you can express well-typed programs like `Add (Num 2) (Num 3)`, but the Haskell type system will stop if you express an incorrectly-typed program like `Add (Num 2) (Bool False)`.The "Trees That Grow" paper, on the other hand, is about reusing the same AST but gradually adding more information to the nodes as you progress through the compiler. For example, you might want to start with variable names being raw strings (so that a term corresponding to `lambda x: lambda x: x` looks like `Lam "x" (Lam "x" (Var "x"))`) but eventually replace them with unique symbols so that shadowed names are non-identical (so that under the hood it looks more like `Lam 1 (Lam 2 (Var 2))`, although in practice you'd want to keep the old name around somewhere for debugging.)
One way to accomplish this is to introduce an explicit type-level notion of compiler phases, give your terms a type parameter which corresponds to the phase, and use the phase to choose different representations for the same nodes:
data CompilerPhase = Parsed | Resolved
data Expr (phase :: CompilerPhase)
= Lam (Name phase) (Expr phase)
| App (Expr phase) (Expr phase)
| Var (Name phase)
type family Name (t :: CompilerPhase) :: *
type instance Name Parsed = String
type instance Name Resolved = Int
Using this example, an `Expr Parsed` will contain variables that are just strings, while an `Expr Resolved` will contain variables that are integers, and you can write a pass `resolve :: Expr Parsed -> Expr Resolved` which just modifies the AST. (This is a toy example: in a real compiler, you'd probably want to create a new type for resolved variables that still keeps a copy of the name around and maybe some location information that points to the place the variable was introduced.) def foo(kwargs = {}, frob:)
kwargs
end def foo(kwargs = {})
kwargs
end
foo({k: 1}) # ok: passing hash argument
foo(k: 1) # ok: keywords coerced to hash
One of the strongest arguments for avoiding this sugar is that it makes the code more brittle in the face of future changes. In particular, in the example above, if we add a new keyword argument to `foo`, then any call which omitted the curly braces will break, while calls which used them will keep working fine: # added a new keyword arg here
def foo(kwargs = {}, frob: false)
kwargs
end
foo({k: 1}) # still ok: `frob` defaults to false
foo(k: 1) # ArgumentError: no keyword: :k
This is touched on in the blog post describing the extensive changes made to keywords in Ruby 3: https://www.ruby-lang.org/en/news/2019/12/12/separation-of-p...If you're interesting in something very D&D-like, there's obviously Pathfinder 2E[1], which builds on the same D&D skeleton but has a much sharper and cleaner approach to grid-based tactical combat. However, I'd also suggest looking at some of the games in the OSR ("Old School Renaissance") space. Games like The Black Hack[2] or Maze Rats[3] provide a much smaller set of rules which are easy to adapt to other adventures: the goal is that you can take adventure modules for effectively any existing D&D-like game—including both present and past versions of D&D—and run them with little overhead.
Something pretty different mechanically but which is quite compelling in that space is Torchbearer[4], which is based on the underlying Burning Wheel[5] system but made significantly simpler (and shares a lot of those simplifications with Mouse Guard[6] except it's, well, not about sword-wielding mice.) Torchbearer is a great dungeon-crawl-focused system that can really capture grit and difficulty in a way that's a lot of fun, but it's also the kind of game where you can get a total party kill not just by a dragon but also by running out of food and torches, so expect a grimy tough game out of it!
If you're looking for something even further afield, I'd suggest taking a peek at Dungeon World[7], which borrows the core mechanics from indie darling Apocalypse World[8] but applies them to a traditional D&D milieu: that said, I'd actually start with Homebrew World[9], which streamlines and clarifies a lot of the rules, but it might require Dungeon World itself to get a handle on how to run the game. Games inspired by Apocalypse World—sometimes called Powered by the Apocalypse games—definitely play a bit differently—they tend to be a bit more "zoomed-out", e.g. combat being resolved in a fewer high-level rolls rather than playing out a full sequence of six-second slices like D&D—and they aren't to everyone's liking, but I think they're worth trying.
I'm also going to plug my personal favorite tabletop game, Blades in the Dark[10], which is not a traditional fantasy game (although people have adapted the the rules to more traditional fantasy, c.f. Raiders in the Dark[11]) but which I think is super compelling. It's about criminals in a haunted Victorian-ish setting doing odd jobs, and builds a system that's top-of-its-class for doing that, including mechanical support for heist-movie-style flashbacks and a lot of systems designed to let you do risky moves and narrowly avoid failure from them. Some of my absolute favorite TTRPG moments have been in Blades games.
Any of that sound interesting? Want other examples or directions?
[1]: https://paizo.com/pathfinder [2]: https://www.drivethrurpg.com/product/255088/The-Black-Hack-S... with the open content collected at https://the-black-hack.jehaisleprintemps.net/ [3]: https://www.drivethrurpg.com/product/197158/Maze-Rats [4]: https://www.burningwheel.com/torchbearer-2e-core-set/ [5]: https://www.burningwheel.com/burning-wheel/ [6]: https://www.mouseguard.net/book/role-playing-game/ [7]: https://dungeon-world.com/ [8]: http://apocalypse-world.com/ [9]: https://spoutinglore.blogspot.com/2019/05/homebrew-world-v15... [10]: https://bladesinthedark.com/greetings-scoundrel [11]: https://smallcoolgames.itch.io/raiders-in-the-dark
Apart from the core design, D&D is also pretty middling as a product. Being a DM for D&D is hard—a fair bit harder than running many other tabletop games—and the book are at best a so-so resource: there's a lot of extra prep and careful balance that rests on the DM's shoulders, and doing it right means either falling back part-and-parcel on adventure modules or doing a lot of careful tuning and reading forums and Reddit threads. In an ideal world, the core books would include everything you need to know, but in practice the best DM advice is outside the core books (and sometimes even contradicts the books themselves!) Many other games don't have this problem.
To be clear, I don't think D&D is a bad game, but plenty of other games out there have clearer core designs, better presentations, easier-to-grasp rules, and overall more polish.
It's worth noting that the developer of Corrode was consulted on the early design of c2rust, which means c2rust was able to benefit from hindsight on architectural decisions in Corrode. That ended up leading to a bit of a messy history between the two (c.f. https://jamey.thesharps.us/2018/06/30/c2rust-vs-corrode/ with HN discussion https://news.ycombinator.com/item?id=17436371 —although I believe that after that blog post the c2rust developers did end up acknowledging their inspiration and apologized for not doing so earlier.)
We can also do better in those other languages, too. For example, in Rust, I can use a crate like `bitfield` which gives me a macro with which I can write
bitfield! {
pub struct Color(u32);
red, set_red: 0;
green, set_green: 1;
blue, set_blue: 2;
alpha, set_alpha: 3;
}
Don't get me wrong: it's cool that functionality like this is built-in in Zig, since having to rely on third-party functionality for something like this is not always what you want. But Zig is not, as this article implies, uniquely capable of expressing this kind of thing.> …the functional programming language Haskell [compiles] via C, for example…
This is not correct. GHC, the de facto Haskell compiler, targets an intermediate language called C--, which resembles but is not identical to C and was explicitly designed as a compiler target. The point that some languages do compile to other high-level languages is true—Nim and Haxe being some good examples—but it is not true of Haskell.
Honestly, if the internet had been around when the screwdriver was invented, the Hacker News commenters of the time would have been linking to XKCD 927 along with snide comments about how hammers and wrenches already exist.
func getTopUsers(posts []Post) []UserLevelPoints {
return posts.GroupBy(func (v Post) string { return v.Level })
.Values()
.Map(getTopUser)
}
This pipeline style is significantly easier to read (especially without having to put all those extraneous type parameters in your call to compose3!) and doesn't actually lose any of the core advantages of the functional style: purity, testability in isolation, equational reasoning, and so forth. Sure, the Haskell equivalent might use composition… but composition reads more or less naturally in Haskell, and I don't think it does at all here in Go. If your specific approach to "functional programming" makes your code theoretically easier to reason about but practically harder to both read and write, then is it really helping you much?Think of it like this: if I'm actively using an app that's giving me turn-by-turn directions, then of course I'm not going to want to spoof GPS, since it would make the app useless to me. But if your app demands GPS data just for ad analytics, then yes, I would absolutely and without any remorse spoof GPS data for that app. In that latter case, I don't care that a developer might be unhappy with it, because as a user I'm unhappy that the developer is slurping up data they don't need!
Consider initialization: C++ has dozens of different ways of initializing objects that in turn interact in complicated ways with move semantics and references and so forth. Rust's initialization story by contrast is straightforward: you just make the thing you want to make using struct or enum literals and maybe wrap those initializers in functions if you want.
But there are scenarios in which this avoids tedious human merges. Consider that I'm applying a series of patches which make changes in a file and later on walk those changes back, and run into a merge conflict there. In Git, I could squash those changes to avoid dealing with the conflict, but then I've lost history. I could apply the changes, skipping the relevant patches, but if those patches still contained useful work elsewhere, then I'd have to go in and resolve those problems manually.
In contrast, this same scenario in Pijul and Anu would just trivially work in a way that didn't produce conflicts. I would apply the sequence of patches, and one patch would produce a conflict… but because they can keep doing work in the presence of conflicts, then they could keep applying subsequent patches and apply the patches which walk back the changes, and in that resolve the conflict automatically, but unlike the Git approach where I flattened the changes first, I would still have the full commit history associated with that sequence.
Now, that doesn't mean that Pijul or Anu will automatically fix all merges. If you have two separate code edits to reconcile, you might still need a human in the loop to reconcile them. But the fact that they can keep making changes in the presence of conflicts allows them to avoid a certain kind of "busywork" that comes with managing git history.
There are also Matrix-IRC bridges that already exist: https://matrix.org/bridges/#irc
For what it's worth, I'm willing to argue that Pony is making a strongly motivated choice by making x/0 return 0 by default with respect to their specific error-handling model. In general, I don't think it's as much of a problem as you might imagine. The average function is a perfect example: if I naïvely implement it in such a language, then it would mean… that average([]) returns 0. That doesn't seem terribly bad to me.
I understand the worry that newcomers might struggle, but I don't think it's going to be the case: newcomers regularly learn the languages listed above without stumbling across that problem. And if Python did choose a syntax like the one you're proposing, it'd also be the odd one out among dozens of mainstream languages including this feature, which I think would be even more confusing!
> But, sadly, I don't think this year is the 'Year of the Linux desktop'. In general, I think 'Linux on the Desktop' for a mainstream audience is always going to be 20 years away, just like nuclear fusion.