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Comment: Trying to addres some complaints... (Score 1) 153

OP here, let me see if I can address common comments I see here:

"why another language?" - because I can? I can't wrap my head around the thinking that creating new languages is somehow a problem for our development ecosystem. Noone forces you to use them. And like others have so kindly already mentioned, this one will probably die in obscurity, solving your problem before it even started.

"what's the point when it's not a major innovation?" - Better mainstream languages is an evolutionary process of designs building on eachother and making small incremental improvements. We will never arrive at the next big thing without tons of experimentation that teaches us what works. And if you want innovation, academia is full of programming language ideas that make Haskell feel like Basic in comparison, but they are very far off being usable. In contrast, Lobster is useful right here, right now, for a popular class of applications (games).

"significant whitespace, bzzzt" - hey, Python proves not everyone agrees with you. Would you have preferred a hypothetical world where Python and other significant whitespace languages had never existed? Oh, and in Lobster it is actually a compile error if two adjacent lines do not have the same whitespace prefix (sequence of tabs and/or spaces), meaning that it is *impossible* for code to visually look like its doing something different from what it actually does, even if people mix tabs and spaces and have different tab settings. The official Lobster syntax guidelines mandate spaces instead of tabs btw (like Python), but you are free to ignore that.

"why is this hobby project on the front page of /.?" - shouldn't you be spending your time moderating the firehose, or complaining that the moderation system doesn't work? I submitted it and it was promoted to the front page by others, why should I feel bad about that? :)
I've been making compilers for.. ooh, 24 years now, and while this project is definitely more of a hobby project than past ones, it has been in the making for 3+ years, and has had quite a little bit more thought behind it than the average result of a college compiler class (I should know, I taught one for years :)

"isn't an interpreted, dynamically typed language too slow for game development?" - you may have a point there. There are no reasons why it couldn't be a lot faster with some type inference and JIT and/or static compilation.

"why did you change the OpenGL interface?" just because functions start with gl_ doesn't mean it's meant to be a direct mapping to OpenGL. It uses OpenGL 2 and OpenGL ES 2 under the hood, which require you to write and compile your own shaders and fiddle with matrices and many other things just to get a triangle on screen. Lobster's graphics interface shields you from that and is much more high level.

+ - Lobster, a new game programming language, now available as Open Source

Submitted by Aardappel
Aardappel (50644) writes "Lobster ( http://strlen.com/lobster ) is a new programming language targeting game programming specifically, building on top of OpenGL, SDL 2 and FreeType. The language looks superficially similar to Python, but is its own blend of fun features. Open Source (ZLIB license) and available on GitHub ( https://github.com/aardappel/lobster )."

+ - TreeSheets (cross-platform free form data organizer) now Open Source

Submitted by Aardappel
Aardappel (50644) writes "TreeSheets ( http://treesheets.com/ ) has been available as freeware for Windows / Linux / OS X since 2008, but is now also Open Source (ZLIB license): https://github.com/aardappel/treesheets .
TreeSheets is a cross between a spreadsheet (you can create grids) and an outliner (you can create grids inside grids) allowing you to create almost any structure to organize your data in."

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