Me and my friend are in the first stages of creating a domain-specific language designed for game programming, for his thesis paper.
The language will be fairly low-level, it will have a C-like syntax, optional garbage collection, and will be geared towards systems that have little memory or processing power (ie. Nintendo DS), but should be powerful enough to facilitate PC development easily. It won't be a scripting language, but a compiled one, but as we don't want to spend months writing a normal compiler, the first implementation will basically be a LanguageName-to-C translator, with TCC or GCC as the end compiler.
Now, I have a question for all you game programmers out there:
What would you like to see in such a language? What features, implementation- and syntax-wise, would be best for it? What to avoid?
Edit:
Some things we already thought up:
function retType name(type arg) is (qualifier, list) { }
; no const
, static
, public
qualifiers anywhere except in the qualifier list), etc.Something to make concurrent programming easier. A blend of Erlang and C++ perhaps. I've been thinking about this on and off ever since the Cell processor was announced but it would take a serious chunk of R&D time to develop it and solve many of the problems that already have solutions in traditional C++ programs.
Personally I enjoy writing games that are able to access the wide, wide audience of the web. Would be beyond interesting to make it simple to interface between the desktop and the web.
That is probably more the domain of apps built with the language than the language itself, I suppose, but perhaps something that's useful to keep in mind during the design phase.
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