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Re: [pygame] people hating python for game dev.



Chris Ashurst wrote:
Seriously though, it's not that hard to write a scripting language. I found
(and have now subsequently lost, it seems) an article on writing a CPU
emulator in Python, starting with your own machine code, which you could
then take and write an assembly language for, and finally an interpreter to
go on top of that (I actually still have the source for it, if anyone would
be interested in building a base ten cpu emulator ;) ). If you can write an
emulator and three distinct languages for a fake piece of hardware,
shouldn't it follow that you could create a fake language for a distinct
video game?

I find this concept interesting because of the possibility of using such a language to have a nearly-natural-language, or at least simple-text-menu, interface for beginners to write little programs. You could have "code blocks" that accept and send certain kinds of data from/to each other depending on how they're hooked up -- and the program itself writes the actual Python code behind the blocks. The code wouldn't crash even if it were poorly written; sending irrelevant input to a block just wouldn't do anything.


And then you could try having the program propose programs of its own...

Kris