Take a look at codebrowser_makeover_01

8 views
Skip to first unread message

Adam Bliss

unread,
Oct 9, 2011, 6:20:53 PM10/9/11
to ecma...@googlegroups.com
Hey folks,

This proposal has been wallowing for a long time. Recent activity has
motivated me to finally clean it up and nail it down, so it's now
ready for voting. Please demo it and let me know what you think of
the changes. Any suggestions to improve the resultant UI will be
warmly welcolmed and speedily implemented!

--abliss

James Cook

unread,
Oct 10, 2011, 1:03:37 PM10/10/11
to ecma...@googlegroups.com
It's really nice.  The interface is more intuitive; now I can tell something's a function because it says "function (...)" instead of remembering which colour functions are.  The editing feature is a lot more usable.  I would like a way to see comments as something other than a tooltip: maybe the same way as other strings.  That can wait for another proposal though.

James

Adam Bliss

unread,
Oct 10, 2011, 2:08:44 PM10/10/11
to ecma...@googlegroups.com
Thanks!

Embarassingly, I just accidentally unproposed it instead of
activating, so I have reproposed it as codebrowser_makeover_02.

I've been thinking about rewriting ecmanomic from scratch lately, with
a focus on getting it self-hosting in node.js. Currently it is hosted
by a hacky perl script. My basic outline of a nodejs version is at
http://ecmanomic.org/node.html Today's announcement of dart
(http://www.dartlang.org/) is enough to give me the final push over
the edge. Does anyone have ideas about what a dart-written
nodejs-hosted version of ecmanomic should look like?

I'm currently thinking of using something like npm + browserify to
increase the modularity of the game -- having it all in one page is
kinda nice, but doesn't scale. I'd also like to load the modules
using some kind of content-addressible storage (possibly camlistore?)
to make the game host-agnostic and somewhat decentralized. Finally, I
want to incorporate some notions of git branches so that it's easy to
work on multiple complex proposals at once, and some UI like rietveld
or gerrit to make it easy to review them.

I'm also really hoping to get a strong sandbox set up so that parts of
the game can directly control parts of the UI in a secure manner. I
want to arrive at a sort of "graphical MOO" where you can write
whatever code you want to draw your avatar in 2d (or maybe even 3d).

Thoughts?

--abliss

> --
> You received this message because you are subscribed to the Google Groups
> "Ecmanomic" group.
> To view this discussion on the web visit
> https://groups.google.com/d/msg/ecmanomic/-/tKYr5Xbs7QQJ.
> To post to this group, send email to ecma...@googlegroups.com.
> To unsubscribe from this group, send email to
> ecmanomic+...@googlegroups.com.
> For more options, visit this group at
> http://groups.google.com/group/ecmanomic?hl=en.
>

Adam Bliss

unread,
Oct 11, 2011, 2:12:32 AM10/11/11
to ecma...@googlegroups.com
On further inspection, it seems too early to jump on the Dart
bandwagon. Their Dart-to-JS compiler is not self-hosting, which makes
it impossible to write a dartnomic that runs on node.js. And the dart
vm does not seem mature enough to run the only webserver behind a
nomic game. So I will stick to javascript for now.

--abliss

James Cook

unread,
Oct 11, 2011, 6:12:28 AM10/11/11
to ecma...@googlegroups.com
There is a Haskell-to-Javascript compiler written in Haskell, but it's such a small project I'd be surprised if it's powerful enough to compile itself yet.  GWT probably isn't self-hosting either.

Anyway, wouldn't the Nomic-like course of action be to provide some basic Javascript-only core and leave any language shifts to proposals?

James Cook

unread,
Oct 11, 2011, 6:14:52 AM10/11/11
to ecma...@googlegroups.com
Anything resembling version control will probably make me happy.
Reply all
Reply to author
Forward
0 new messages