Search found 49 matches

by technomancy
Thu Aug 11, 2016 1:20 am
Forum: Libraries and Tools
Topic: Polywell: a text editor component
Replies: 47
Views: 61523

Re: Polywell: a text editor component

Oops; haha. I realized it's not very clear from looking at it; I pushed a fix that clarifies a bit. So it's an editor, but the sample code just happens to boot to a console buffer by default. From the perspective of Polywell, the console is just another buffer that just happens to not be saved to a ...
by technomancy
Wed Aug 10, 2016 2:57 am
Forum: Games and Creations
Topic: Bussard: programming spaceflight sim
Replies: 19
Views: 12117

Re: Bussard: programming spaceflight sim

The text editor is now spun off into its own independent project: https://gitlab.com/technomancy/polywell Should be easy to integrate into other projects. I've also added a bunch of features like syntax highlighting, completion in the open file and buffer change commands, and rudimentary screen spli...
by technomancy
Wed Aug 10, 2016 1:35 am
Forum: Libraries and Tools
Topic: Polywell: a text editor component
Replies: 47
Views: 61523

Polywell: a text editor component

Hi folks. I just published the initial cut of Polywell, which is a massively-reprogrammable text editor component for LÖVE which I extracted from my programming game Bussard. https://gitlab.com/technomancy/polywell Features: * Undo * Lua syntax highlighting * Multiple buffers * Rebindable key comman...
by technomancy
Sun Aug 07, 2016 3:44 pm
Forum: General
Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
Replies: 4
Views: 5720

Re: Hypothetical language that compiles to Lua (akin to Moonscript)

By far the biggest shortcoming of Lua is that there is no way to declare functions that get arity-checked. (Though obviously defaulting to setting globals is a no-brainer mistake to fix.) Of course you should make it easy to declare raw Lua functions, but a quick syntax for "these are the args ...
by technomancy
Tue Aug 02, 2016 11:25 am
Forum: General
Topic: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?
Replies: 10
Views: 8234

Re: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?

I made some tweaks to l2l and was able to use it with Love. I translated my son's love2d game into lisp, then had l2l compile it back to lua and run it with love2d: https://gitlab.com/technomancy/l2love/blob/master/examples/lospace/main.lisp Works like a charm; the compiled code is very close to the...
by technomancy
Sun Jul 31, 2016 12:34 pm
Forum: General
Topic: Love colorizer for Lua code
Replies: 0
Views: 1262

Love colorizer for Lua code

I wrote a simple parser that emits love.graphics.print-compatible tables when you feed it Lua code. https://gitlab.com/technomancy/bussard/blob/master/ship/editor/colorize_lua.lua It doesn't cover all the corners of Lua's grammar, but it works on all the code I've fed it so far. I'm using it for my ...
by technomancy
Sat Jul 30, 2016 1:34 am
Forum: General
Topic: What's your Lua/Love setup ?
Replies: 26
Views: 18655

Re: What's your Lua/Love setup ?

I started by doing all my LÖVE development in Emacs, but then I ported Emacs to LÖVE and have started doing my development from inside my new editor: https://gitlab.com/technomancy/bussard/ ... editor.lua
by technomancy
Sat Jul 30, 2016 12:59 am
Forum: General
Topic: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?
Replies: 10
Views: 8234

Re: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?

Not what Sol? I'm close to Lua :P Hah! I meant the ancestor language of Lua. Lua's historical "father and mother" were the data-description/configuration languages SOL (Simple Object Language) and DEL (data-entry language). -- https://en.wikipedia.org/wiki/Lua_%28programming_language%29
by technomancy
Fri Jul 29, 2016 7:50 am
Forum: General
Topic: [Poll] What version of LÖVE are you using?
Replies: 9
Views: 8168

Re: [Poll] What version of LÖVE are you using?

I also am maintaining compatibility with 0.9.x for Debian reasons even though on Mac and Windows I use 0.10.1.

The only real problem with this setup is that 0.9.x does not support fallback fonts, which means there will be a few text rendering issues.
by technomancy
Thu Jul 28, 2016 1:26 pm
Forum: General
Topic: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?
Replies: 10
Views: 8234

Re: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?

I know this isn't quite what you asked, but I am using l2l for a small part of my game: https://github.com/meric/l2l Instead of compiling to bytecode, it compiles directly to Lua source, which makes it a lot simpler to debug. Of course Moonscript is the canonical answer to this question, and while i...