Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector
Writing audiogames in Nim? I recently discovered a programming language called Nim. It's basically a language with a Python-based syntax that compiles down to fast C, C++ or _javascript_ and I think it could definitely be fun to write games in it, if someone were to write an audio

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? Nim is immature, with basically no popularity, and tried to solve everything in one programming language.  I know about it, and ultimately decided not to use it because it has no coherent vision and doesn't know what it's actually for.  They just ad

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector
Re: Writing audiogames in Nim? Another reason I like it is because it's compiled to C code and doesn't need an interpreter like Python. I do like Python, but it has a few problems.It is slower than C. This isn't usually a problem for audiogames, but if you write intensiv

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? Okay, to address your points:Cython exists.  It can compile normal Python code to C with incredibly little effort.  If you add some type hints, it will be about as fast as Nim for the parts written in Cython.Python startup is instantaneous.  If it's

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector
Re: Writing audiogames in Nim? @3, the thing with cython is that you can use python libraries beside c or c++ ones.talking about the speed, it really depends on your code, even in nim.about drm stuff, you can use cython, compile your module and protect it with a protector like vmprotect

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector
Re: Writing audiogames in Nim? Hmm. Of course, all things considered, programming is down to skill more than language. To mension a saying I've heard it goes something like "Only a poor craftsman blames his tools." That being said, if you like the interface/rules more, use i

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector
Re: Writing audiogames in Nim? Dude, it's game development. Have fun with it, try not to overthink it. Half the fun of this for me is that it isn't $dayjob so I can enjoy myself. No one's going to give me grief if I don't reach for a tool from our sanctioned toolbelt to

Re: Writing audiogames in Nim?

2020-04-22 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? @6I will be very impressed if audiogames.net ever gets to the point where we have an audiogame that used threads because it actually needed threads to do whatever it wants to do, with the very specific exception of networking (in which case threads aren&#

Re: Writing audiogames in Nim?

2020-04-23 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector
Re: Writing audiogames in Nim? I was going to ask, didn't C++ do the same thing. Indeed, the only saving grace for C++ is that it was worked on for 30 years. That being said, I like some things I'm seeing, and I am disliking other things. As is the case with any programming lan

Re: Writing audiogames in Nim?

2020-04-23 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? @9C++ has a very good excuse, that being that when C++ was created we had different constraints (thus all the weirdness with headers) and hadn't yet invented many of the tools we now well understand (thus all the weirdness with generics).  I have pro

Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net Forum — Developers room : keithwipf1 via Audiogames-reflector
Re: Writing audiogames in Nim? @9I managed to make a shared memory example.You need to allocate an object on the shared heap and pass ptr T to your other threads, directly or through channels.Main sends thread1 a pointer to a square struct that has 4 ints over a channel, stored as a global

Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? @11Your example isn't convincing me to use Nim.  It's making my argument.You just used non-GC'd pointers, which opens you both to use after free and memory leaks.  If you're  okay with non-GC'd pointers you can just use           

Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net Forum — Developers room : Jaseoffire via Audiogames-reflector
Re: Writing audiogames in Nim? Hmm. I obviously am enjoying this as it automates certain tasks that I need out of the box. Namely, compilation. While I could write scripts to probably achieve the same effect, the fact remains that I didn't, so I don't. LOL!!! That being s

Re: Writing audiogames in Nim?

2020-05-02 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Writing audiogames in Nim? @13Python parallelism can be done via Cython, Numpy, Numba, or any of several other things. My point isn't that Python is great at parallelism.  My point is that if we stick to the set of safe language constructs, Nim isn't actually better.  Also th