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  3. A r e y o u r e a d y t o h a v e s o m e f u n ?

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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  • thephd@pony.socialT thephd@pony.social

    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

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    i@declin.euI This user is from outside of this forum
    i@declin.euI This user is from outside of this forum
    i@declin.eu
    wrote last edited by
    #61
    @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
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    • thephd@pony.socialT thephd@pony.social

      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.

      erisceleste@tech.lgbtE This user is from outside of this forum
      erisceleste@tech.lgbtE This user is from outside of this forum
      erisceleste@tech.lgbt
      wrote last edited by
      #62

      @thephd just need some expression templates and you got yourself a quick'n'dirty code generator too

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      • thephd@pony.socialT thephd@pony.social

        @shitpostalotl C++, not C. God forbid C having this kind of power.

        shitpostalotl@axfedi.derg.restS This user is from outside of this forum
        shitpostalotl@axfedi.derg.restS This user is from outside of this forum
        shitpostalotl@axfedi.derg.rest
        wrote last edited by
        #63

        @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?

        thephd@pony.socialT 1 Reply Last reply
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        • shitpostalotl@axfedi.derg.restS shitpostalotl@axfedi.derg.rest

          @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?

          thephd@pony.socialT This user is from outside of this forum
          thephd@pony.socialT This user is from outside of this forum
          thephd@pony.social
          wrote last edited by
          #64

          @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.)

          shitpostalotl@axfedi.derg.restS 1 Reply Last reply
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          • thephd@pony.socialT thephd@pony.social

            @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.)

            shitpostalotl@axfedi.derg.restS This user is from outside of this forum
            shitpostalotl@axfedi.derg.restS This user is from outside of this forum
            shitpostalotl@axfedi.derg.rest
            wrote last edited by
            #65

            @thephd

            yet
            👀

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