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hellishbro.bsky.social
PFP from Phigros ~-~-~-~-~-~-~-~ Rhythm gamer, programmer, writer, etc. JackOfSomeTrades();
19 posts 8 followers 8 following
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language is complicated.

fuck game engines. make your own. go wild. accomplish things that corporations put a limit on because they are scared of a feature backfiring on them. expand your canvas.

ngl reinventing the wheel is kinda fun. it shows you what processes and reasoning are behind certain decisions.

our brains are really weird. why does watching a number going up feel so satisfying?

tfw code doesnt work first try but you have no idea where to start debugging

rust confuses me. why are there lifetimes? why is it not pass-by-reference by default? so many questions. i guess the rust femboy stereotype is true after all.

i just realized - im basically reimplementing python but harder. the dunder methods allowed for easy creation and usage of objects within the interpreter, and i guess i subconsciously copied it while making the dsl.

why is everything an object

making an evaluator is pretty difficult when making a dsl. you have to make sure your thing fits in the domain, while also working around the imperfections and limitations of the domain. wtf do you mean my object representation isn't good enough?! what else am i missing?!

programming language programmers have my respect. i can't even figure out how to do simple operator precedence yet there are people out there making full-fletched dsl's in a matter of minutes. where can i get this knowledge?

imo the hardest part of writing a game or any sort of program is the representation of data. sure, you could have a banger idea, but it won't do much if you don't have a way to store the data in memory or on save files.

following a tutorial is fun, but in my opinion, going off a tutorial and take what you learned and add onto it is even more fun. change some stats, remove some code, add in a dozen items or so, add in some outlandish mechanics, etc, all built upon the initial code laid by the tutorial.