carloscm
Joined 12 years ago
Joined 12 years ago
"The chips that produce an electric field for the Solar Probe Cup are made from tungsten, a metal with the highest known melting point of 6,192 F (3,422 C). Normally lasers are used to etch the gridlines in these chips—however due to the high melting point acid had to be used instead."
I had no idea tungsten was used to make ICs. What kind of density is achieved by laser etching (on tungsten or otherwise)?
So I made a 6 months long gameplay development freeze last year and I converted all the s7-flavored Scheme code into the l2l Lisp dialect with a custom transpiler (which had to be aware of all the s7-ism plus my own s7 reader macros), and replaced the C++ binding layer with sol2. This resulted in a ten-fold increase in performance when the game is limited by logic perf (it's not visible with an empty new game). LuaJIT is alien technology for all I know.
I have to do a proper write up some day.
The decision to not go with LuaJIT was complicated and depending how it goes with S7 I probably won't take it again for a new game. For starters I doubt I will delegate any per-frame non-evented computation to the S7 side, while I could easily do it in LuaJIT. But I'm already seeing an at least 10:1 ratio of lines of code for things like building GUIs, and it's only going down even further now that I'm implementing event callbacks with lambdas and adding reactive-like system for rendering updates.
Good work on hua! I read somewhere that once you learn a Lisp you are destined to write one. I've been tempted too :)
[1]: http://blog.duangle.com/2015/01/conspire-programming-environ... [2]: http://terralang.org/
But there's something when you start playing with Lisp and then you want to keep using it more and more. Suddenly the classic Ruby/JS/Python/Lua language design feels boring and stale (ironically, given the age of Lisp).
After getting my feet wet in v2, I'm doubling down on Scheme for The Spatials v3, this time using S7 Scheme, a true gem of an interpreter (first class environments, hook on symbol-access for reactive programming, super extensive C FFI support, etc.)
My blog: http://carloscarrasco.com/
My company: http://weirdandwry.com/
@crlscrrsc