I remember you showed me your old C++ monadic parser combinator code way back, I guess it must have been in 2003.
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It actually looked pretty good, and this was long before boost::spirit/phoenix or any other C++ monadic parser library were around. But of course these are all a nightmare from a compile error and compile time perspective.
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I'm really curious about what the evaluator looks like.
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Here's the simple version of the evaluator (minus lambdas, conditionals, recursors). Wrapping it is a resolver that transforms syntax into terms, handling things like symbol resolution.pic.twitter.com/SEUWGIXUxc
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Are you building a new scripting language for UE? Also, a bug in unary plus.
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I’ve been building a new language on and off for the past 21 years actually! This incarnation is the most interesting and rigorous, so we’ll see if it gets traction.
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out of curiosity: how are the compile times?
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Sometimes finite!
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You got a copy paste error for the plus prefix, it returns -a ;)
Thanks. Twitter will use this to make your timeline better. UndoUndo
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To me it's unfortunately very intimidating and so I use blueprint for 99.9% of my work. I'd really like to use C# in UE4 someday

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Dunno how up to date it is, but some very cool folks worked on that: http://mono-ue.github.io
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