Future Plans For Toy #95
Replies: 9 comments 41 replies
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Some ideas:
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I've got this issue sitting there, actually - #35 Segmenting the compiler and interpreter - I'm not strictly against it. I'm not sure what you mean by twisted. Can you explain? |
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Don't worry! There's no hurry! "Should change" is not an order, it is an expression of desire! |
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@Add00 Let me know roughly when you think the IO library will be ready - I'm gearing up for 1.3, but I'd like your lib to be included in that. No rush, of course. (Bumping to 1.3 is because I got the short-circuiting to work, finally.) |
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I'm gonna be honest - until I googled "HAL" just now I wasn't entirely following what you and @hiperiondev were talking about, because I'm a big dumb dummy lol. OK, first, let met have a proper look at your efforts so far... Oh wow. How did you come up with this design for the HAL @Add00? Making a structure which holds function pointers is very creative, though it's also very OO-centric. OK, so... I'm not sure what your intentions are, tbh. If you've got the Toy lib, it needs to wrap the lower-level functions somehow... static int nativeOpen(Toy_Interpreter* interpreter, Toy_LiteralArray* arguments) {
//TODO: how do I get from here to the file system?
} You'll have to forgive me, as I'm not the most experienced working directly with other coders. My original thoughts were that @hiperiondev would code a custom library that I would never (need to) see, while conforming to a kind of agreed-upon API that was drop-in compatible with the library that @Add00 writes for the canonical branch of Toy. But this doesn't seem to be the way we're going. What are your plans for this? Also, does the drive system fit into this anywhere? The drive system wasn't an arbitrary feature, it's actually there to allow for players to safely drop mods into to the Box game engine without needing to worry about potential hard drive access. They should be able to just copy/paste files into a directory, eventually. In addition, it's also there to add my own kind of HAL, since I'm actually a published switch developer, and I'd like to port the Game + Box + Toy to the switch eventually, even if just for fun. My plan was to use some #ifdefs to swap out code within the libraries when I got around to it. So yeah, basically, what are your plans for the IO library? |
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Hey!!! I did not disappear! I just have a lot of work. Regarding the HAL, I understand that the design is complicated, especially if you never had contact with it. You can see some well organized examples here: https://github.com/FreeRTOSHAL/fhal-driver https://www.chibios.org/dokuwiki/doku.php?id=chibios:products:hal:start |
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I'll be joining a game jam, which starts at 2am tonight - I'll be using Toy and Box... |
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Sorry, been kind of slacking due to irl stuff. Will try coding tonight, maybe. |
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First, I'd like to give a big thanks to @Add00 for their recent contributions (expanding the standard library and adding the math library).
I wanted to lay out some ideas and plans I have for Toy's future in one place, rather than having many scattered notes everywhere.
First and foremost - documentation. Now that there's a math library, it needs to be documented properly. But also, there's other elements of Toy that need to be documented, such as the game engine (which is peripherally connected to the lang, though the lang does stand on it's own). I also want to fully document the current state of the bytecode format for @hiperiondev.
Speaking of the game engine - I'm a gamedev at heart, so I want to use Toy for something practical. I've always wanted to use Toy to make a game which was heavily moddable, in a similar vein as something like Minecraft. So I'm also trying to work on the engine and the basics of a game too.
Other things that I wish I'd managed to finish before release, but were pushed back include:
If there's anything you'd like to see in Toy in the future, even if it's impractical at this stage, I'd love to hear about it.
(it's 2am again, so I'll continue this train of thought tomorrow...)
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