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nope


Oh yea, but I make games for a living. It's tailored for making games, and I made it to make games with. It can be used for any number of things as you suggest, but I have a goal and focus and vision and describe it according to that :)


Disclaimer: I work on a game engine for fun. (MOAI)

Game engines are no longer 'games' engines, in my opinion. Its really far better to pitch them as "Interface" engines, in as much as a significant majority of the interaction with the engine is to get an interface on the screen - whether that be for gaming purposes, or application interaction.

These days, the line is very blurred, don't you think?


yea, there are several engines out there! It's great. I'm glad godot exists, the more usable engines around the better I say. (Although there are many reasons people choose to use godot (or other engines) to make games over another existing engine, similar reasons exist for why I make luxe for me to use!)


Thanks!

1. see the dev log on language - https://luxeengine.com/dev-log-5/ - dev log 4 also mentions this aspect a bit.

2. The website mentions consoles in passing - I can't talk about them yet, but the intent is strong native console support.

3. Trivial :) The full engine is available from scripts directly (the same api that is available on the C++ side). for example: var geo = Geometry.create(Primitive.triangle, material, vert_count) and from there, you can populate the vertex buffers any way you choose. the engine provides generators (like "make me a quad" etc).


Tl;dr for the post on languages:

They will use a language called Wren but they also say that any language will be possible to use through script system plugins.

According to them, “the API can be bound to other languages easily, and the workflow for that language can be idiomatic”.

They’ve made bindings for rust, c# (mono), c++, js, lua, dart, python and swift, but they point out that it is unrealistic to expect one person to maintain said bindings.


GPP was great. Plus, Bob's new book is about writing interpreters!

http://craftinginterpreters.com/


Ah cool, thanks for the link.

It sounds like it may actually come in handy - I've ended up creating a number of solutions which came pretty close to being fully fledged domain specific languages. Sadly, despite nominally passing a CS compilers course about 20 years ago, my implementations have been horrifically incorrect. Maybe it's time to refresh my memory of how to actually do this.


oh nice, yea it's coming along (the book is not complete yet, like before, it's written and each chapter put up when complete). There's a github repo as well.

I'd say it's worth the fun of writing your own alongside or after!


This 1.0 version of the engine is not yet available, the source will come along when it is :) (The older iterations (not representative of 1.0) source is up on the alpha page).


As you likely know, it is a common idea now to "release early, release often." This encourages community participation and investment.

Best of luck


yep, thanks!


The dev logs typically go into detail on the decisions I make, for the decision on wren see https://luxeengine.com/dev-log-5/ .


Nice, I really like this!


thanks :)


It's actually written in C++! wren is the scripting language on the high level, and as the site links to - later any language can be used :) I've updated the language part in the about section to clarify that.


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