Fun fact, the editor was called DALLAS, which from what I remember stood for "Don't ask Luke for Levels And Scripts". Luke was the only designer who could make things work with the original language.
Personally, I'd love to rewrite it to use wasm.
https://news.ycombinator.com/item?id=40051289
Here's what I'm doing for Micropolis (open source SimCity), where the rubber hits the road. There are a bunch of comments in the code describing the approach and constraints. (Obviously analyzed and written with the help of ChatGPT!)
https://github.com/SimHacker/MicropolisCore/blob/main/Microp...
Implementing a JavaScript scripting SDK is the first step towards integrating browser-based visual programming languages like Snap! and Blockly, which make it easy to program extensions, like Sandspiel Studio!
Snap!:
Blockly:
https://developers.google.com/blockly
Sandspiel Studio:
https://studio.sandspiel.club/
I've written lots more about Sandspiel Studio on Twitter and Hacker News:
https://twitter.com/xardox/status/1777401152260247673
>I bet you could make Sandspiel Studio compile those Blockley-based visual programs into WebAssembly or GPU shader code! But actually it might be too fast since the fun is watching the flowers grow. I taught your flower blooming code to grow potatoes too!
https://studio.sandspiel.club/post/7718
https://news.ycombinator.com/item?id=34561910
https://news.ycombinator.com/item?id=36003900
https://news.ycombinator.com/item?id=38044329
https://news.ycombinator.com/item?id=38044498
https://news.ycombinator.com/item?id=39601709