Hardware-first. Effect-native. Autodiff. No LLVM. Working compiler — 31 Rust crates.
seen from Hong Kong SAR China

seen from France
seen from United States

seen from Netherlands

seen from Canada
seen from United States
seen from United States
seen from Yemen
seen from Türkiye

seen from France
seen from Ireland
seen from China

seen from Canada
seen from Germany
seen from Indonesia
seen from Canada
seen from United States

seen from India
seen from India

seen from Ireland
Hardware-first. Effect-native. Autodiff. No LLVM. Working compiler — 31 Rust crates.
i dont think very many of my followers are programmers, but i also forgot people follow this blog until now so
if you *are* a programmer, what's a feature in a programming language you like a lot? (or, since this will probably be something easier to answer, what's something you absolutely despise about programming!)
im making a programming language for fun, and im too tired and sick to come up with a sane list of things that Would Be Cool To Add
🧠💾🛠️ I've always had a fascination with The Sims franchise and I am currently looking to get into programming. How was The Sims created? What programs were used (Python, Java, etc.)? What programs and computer languages would I need to learn to emulate this sort of game? - Quora
Answer by Eric Bowman:
I was part of the core Sims team. The first Sims code was written by Jamie Doornbos, later I joined him along with Don Hopkins; the three of us wrote pretty much all of the core code using Visual C++ and used a lot of STL. We also adapted an internal Maxis framework called Gonzo, written by a few people including Paul Pedriana (Paul later drove EASTL). I ended up rewriting a lot of Gonzo specifically for The Sims, but it was a nice windowing abstraction to get started with. I'm still quite proud of my text edit widget, which had all kinds of features totally unnecessary for a computer game, but I had a little time to kill while the game play was coming together.
I think the precursor to the original character animation code was written by Jacques Servin, who was responsible for the famous SimCopter easter egg (SimCopter) and is now one of the Yes Men (in an odd twist of fate, along with a college acquaintance of mine, Igor Vamos). Or maybe Jamie helped him with that, I honestly can't remember.
We wrote a ton of code as a small team, and it was 100% C++ -- there wasn't a single line of assembly code in The Sims, at least not in the core code. By the time it shipped we were using a few internal EA libraries as well, in particular for font rendering. We also didn't use 3d acceleration at all, which turned out to be a good call for massive market penetration. We hit a sweet spot in terms of CPU requirements for smooth gameplay and Moore's Law. We also had basically no unit tests; back then Real Programmers didn't test their own code, which led to an army of testers (who were amazing) and basically a lot more pain that necessary. I'm really happy the world moved toward automated unit testing since then.
Jamie created the "tree language" which gave the characters behavior, which they received from the objects they interacted with. Patrick Barrett was the first and probably greatest tree programmer of them all, and added a huge amount to the game.
One thing that I recall is that the original prototype for The Sims, written by Jamie (in C++) was written for the Mac. When he ported it to Windows, he introduced some Mac-like data abstraction layer to make the Mac code work on Windows, and some of that survived in the shipped game. That must have made porting it back to the Mac particularly interesting (as did my somewhat flagrant use of the DirectX APIs in a way that I'm still embarrassed by).
One thing we considered doing was using Swatch Internet Time which looked like it might take off there for a minute or two, and that would have been an interesting twist how time worked in the game.
There is an ok history of The Sims at the Will-Wright Fansite ::.
Source:
Answer (1 of 2): I was part of the core Sims team. The first Sims code was written by Jamie Doornbos, later I joined him along with Don Hopk
Part 3 of making a custom programming language for game!
After STRUGGLING for a week, finally got custom syntax declarations working. 🎉
Since each project I use this for may require different structures for conditional statements/loops/etc., I wanted a way to define them on a per-project basis.
The custom syntax can be used immediately after declaring it. Still working on allowing the same syntax to be redeclared with different types... 🤔
Programming is so fun whaatt the hell
I even enjoy the rabbit holes I fall down trying to learn something new/solve a problem; there's so much vocabulary I don't know so I end up looking for a solution and then needing to search "what does [funky coding word] mean" every few mins LOL
And the flow is just so nice once I understand what Im doing! You get into a groove n you're just typing code for hours while listening to music or a podcast or whatever aaaahhh
i need more coding/game dev mutuals so if you’re one of those here then hit me up :]
i also need someone to talk about these things with grr !!!
Days 47-50 of coding everyday for a year... It's been stressful
So I worked on with the image on top a game in Unity. I made a reverse murder mystery visual novel for Brackeys game jam. The bottom was me getting a feel for C++ still. Tbh I'm still kind of lost with it, but I'm trying. (it's just so different from C# in some ways). I'm also doing a small coding challenge every morning after I've had my coffee with C# since that's the language I'm going to base most of my career off of (I can do Java/Kotlin, and C++ but C# is special)
Here's a link to the game...
https://dragonlens.itch.io/beyond-the-infernal-door?fbclid=IwAR0pBC6WnHavtVRscNzITDQWXwVEiNJNUkJZhXPjLG9xCGTbdrpqzxPfFXg
The next few days I'll be working on more C++, and my .Net Maui project. I also might be practicing some coding interview questions/tests since the summer is coming up soon (I did make an impressive fizzbuzz with a twist)
Entry 1: Catch up
For the past two weeks I've been learning Python and I've been really enjoying it. I've completed the Learn Python 3 course on Codecademy and have been using various Youtube tutorials, as of right now I can confidently work with:
Basic syntax
Boolean operators
If, elif, else statements
while and for loops
Lists, tuples, and dictionaries
Functions
Modules
Files
Technically, classes should be on this list but it makes no sense and I hate it...