A r e y o u r e a d y t o h a v e s o m e f u n ?
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A r e y o u r e a d y t o h a v e s o m e f u n ?
:3
@thephd every day we come closer to https://web.archive.org/web/20220501154514/https://www.reddit.com/r/cpp/comments/jee26l/should_c_just_standardize_an_interpreted_step_for/ and i'm glad for it -
Ultimately, this means we can process files -- recursively -- at compile-time, meaning that rather than embedded shaders with
#includes that can't be touched, we can process those includes and make true single blobs without extra build steps.compile-time python with imports is VERY possible.
@thephd just need some expression templates and you got yourself a quick'n'dirty code generator too
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@shitpostalotl C++, not C. God forbid C having this kind of power.
@thephd i definitely don't understand c++ to know which c++-exclusive features you're using to make this happen that can't be used in c. this is basically wizard techniques to me. question though: since lua is being compiled, does this mean that it could have compile-time errors for things that would have only shown up while running the program previously?
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@thephd i definitely don't understand c++ to know which c++-exclusive features you're using to make this happen that can't be used in c. this is basically wizard techniques to me. question though: since lua is being compiled, does this mean that it could have compile-time errors for things that would have only shown up while running the program previously?
@shitpostalotl yes, you can turn all of those errors into compile-time C++ errors. (I have not done this yet, just implemented gluing the two files together at C++-compile-time.)
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@shitpostalotl yes, you can turn all of those errors into compile-time C++ errors. (I have not done this yet, just implemented gluing the two files together at C++-compile-time.)
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