@notimetoplay Writing expression parsers is pretty fun! There's this language called TRoll for describing dice rolls (topps.diku.dk/torbenm/troll.ms) that I wrote a sort-of transpiler for once; I would literally create C# functions out of valid TRoll programs.

Though these days I'm lazy and tend towards just including a somewhat-sandboxed Lua...

@suivran Yes, it is! Also laborious and repetitive. And I bring up embedding Lua at the end of the tutorial.

@No Time To Play Nice article. I probably wouldn't use a RPN language because not many are familiar with it. I could see doing this internally and having a transpiler generate it from a more typical language. RPN scripting would come first to get you up and running. Add a pretty front end when you are trying to make it easy to modify.

@dulsi Which would... turn it into a conventional interpreter and miss the whole point. It's what S-Lang did. An otherwise very intriguing experiment. How many applications use it?

@No Time To Play Yes and no. The core in the game would be your small RPN language. The conventional parser would be a separate program only needed for development. If you plan to build all the scripting or have people comfortable with RPN, it is fine to skip the conventional parser. I just think to gain more users you might want a more familiar interface for people.

@dulsi Yes, a separate program that would be a dependency bigger than the original project, thus AGAIN missing the entire point. And the plan was to convince people they don't need to BE afraid of postfix notation. As stated repeatedly throughout the tutorial.

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Elekk: Gameing and Other Delightful Pursuits

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