Lobster is a game programming language
strlen.com
strlen.com
"The most important over-arching reason behind everything in Lobster was to make it a pleasant language to use for one single person: me, the author."
When these sorts of personal side projects come up on HN, it seems inevitable that people question whether anyone should want to use them... You probably don't most of the time. They're cool to look at, but I think the judgment of being cool comes more from a PL designer viewpoint than an end-user viewpoint...
Wouter van Oortmerssen is not exactly a Newbie. He is at Google now. This might be more interesting than I initially thought.
Its entire source code fits in the screenshot.
From here: https://news.ycombinator.com/item?id=8659273
I think this is great (more languages).
Note that this is not by @strlen (Alex Feinberg)
gl_translate(playerpos):
gl_rotate_z(tomouse):
gl_polygon([ [ -0.5, 0.5 ], vec_x, [ -0.5, -0.5 ] ])How is this superior to exposing control-structure like object (e.g. closures) and implementing the GL dsls as libraries? The above isn't any more readable, with an increased maintenance cost for the writers of Lobster.
I would say that available libraries is by far the most limiting factor for most languages, including (I'm assuming) Lobster.
Edit: I reread the page and it says about as fast as non-JIT Lua, so probably good for a hobbyist, but not a production quality game.
It does look nice, I'm just not sure the tradeoffs of building in a unique language are worth it, since it doesn't seem to add all that much.