Hehe, yes, that’s true. ![]()
Bad xp, @grumpygamer? Just curious, I don’t use it.
I’m not Ron, but in most cases it’s just a personal preference. That’s similar to real languages: You don’t like (the syntax) of all languages in the same way.
the latest version of C# is very very good. it has lambdas, closures, type inference, async/await, higher order functions, and many more useful things. You (arguably) don’t even need a scripting language when you have all that. (plus, it is strongly typed)
TIS-100 has a useful JRO instruction.
That’s the question. ![]()
Current languages tend to get more and more “modern” features that
a) you don’t really need in most cases or
b) the features are so complex that the readability of the source code is worse (try to read some code with lambdas and async/wait written by other developers) or
c) a lot programmers don’t understand the concepts (I just say “JavaScript”
)
So sometimes a simple and lean language is much better than the current versions of well-known languages. But that’s just my opinion. ![]()
I don’t like too much complex and abstract languages. They are almost indispensable to improve scalability, productivity and code management for medium-to-big projects, but when I have used them for my small pet projects my impression was that I’m launching a Space Shuttle just to go buy some groceries.
Maybe the question of what Ron would like to use them for is not as hard to answer as it seems. A month ago, Ron tweeted the following:
I think, it sounds interesting. However, UnrealEngine is awesome.
I want the next game to be about Ron, Gary and David, and you have to solve puzzles to secure funding for their next video game. The game ends with characters realizing they’re not in a video game but in the real world.
Which engine are the SpaceVenture guys (who did the Space Quest games) using, I think one of those two?
Their stuff looks great so far, though they’re still working on it…
I think it was Unity
I finally know the answer to this thread´s question.
What he needs the 3D engine for is to turn the prototype into this:

Sexy Riker likes this element.
Then I look forward to Ron’s upcoming Spock game. 
Well, there is already a 3D chess game: http://www.parmen.com/
I would welcome a 3d game which looks like deathspank, but is an adventure. The puzzles could be like zelda maybe. More “ambiental” (say, you need to understand how to get somewhere). Maybe you can push everything and jump on everything and climb everything. With 3d, this becomes possible. And exploration could play a big role (you need to travel and find persons and objects).
But since this would be a big world and a big effort, at this point it could make sense to do it as a multiplayer adventure game. I hope this is what he’s thinking ![]()
If you actually want to rely on those programming skills, I’d recommend Unreal Engine, simply because you can get full code access. Unless something has changed, Unity is limited to scripting only.
Actually no, it confirms what Ron said:
Yay!
Have you tried reading such code without lambdas or async/wait, irrespectively of who wrote it?
Hehe. Yes. ![]()
But to be precise: Of course it depends on the language, the classes, the (standard) libraries and the developer how good or bad the code is readable. But lambdas tend to produce code parts, that are horrible to read. And I had several of those “what the beep - why don’t you just …” moments already.
But you are right: Lambdas aren’t leading to weird code per se.
Because it´s a series of finish lines?