this post was submitted on 03 Jan 2024
898 points (93.6% liked)
Programmer Humor
31812 readers
560 users here now
Post funny things about programming here! (Or just rant about your favourite programming language.)
Rules:
- Posts must be relevant to programming, programmers, or computer science.
- No NSFW content.
- Jokes must be in good taste. No hate speech, bigotry, etc.
founded 5 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I'm like that because:
*=Nim
Might I suggest a Haskell for the indecisive diner?
Right off the bat no Godot 4 bindings at least that I'm seeing in search, so that problem persists.
I'm not quite sure on style but I want a jack-of-all-trades language (speed, ease, capability, options, platform options etc) and that's a high bar. Nim seems like an outlier from everything I can see.
Actually no, some of the Haskell syntax stuff I'm seeing it making me mad.
Alternatively, it's a dirty language, but PHP is supremely usable.
The truth about programming is that the language isn't really that important, they can all be translated back and forth and the choice of what to use is usually made for you.
I have had the thought that many languages have bindings for Raylib, so that lowers the bar a lot.
Beyond that, I can see a lot of problems. I already could use Raylib and a few other types of frameworks/libraries (UI, webui, TUI, fantasy console, scripting, microcontroller stuff) potentially, so any other language has to allow more/better options than that. Particularly as I don't really have ideas for those (with few-or-no tools) right now to start there.
For your consideration, a moment of Master Shake to represent me (alternate 1, alternate 2)
Never worked with nim or godot, but it is able to call c routines? So I guess you would be able to call to gdnative?
Likely isn't gonna be beatifull, but it should work.
It's something like that, but way beyond me so I couldn't get something manually let-alone full bindings. I was making a polygon loader+text format for Raylib and didn't even finish that somewhat due to it not being straightforward to properly implement/use (beyond what I had already that is, and that I'd probably need to make an editor too). And a big reason for wanting Godot is to create and animate polygons in-engine eye example with an editor so yeah I'd rather wait.