Search found 49 matches
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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
- 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
- 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.
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.
- 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...