The Storm Programming Language

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Snoop Baron

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Feb 12, 2010, 1:15:55 PM2/12/10
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Hi guys,

At last months get together, I mentioned I was working on a scripting
language for my game. Just yesterday I put up a demo on my blog, so if
you are interested check it out :)

http://www.cpudreams.com/2010/02/storm-programming-language.html

Fernando

Phil Knoll

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Feb 12, 2010, 11:11:57 PM2/12/10
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that looks pretty kewlio, but i dont know how to use it cuz its not english.
seems i could read the 'doc' tab.
yay, for glowing cubes!
Phil Knoll
2815 Rio Grande #210
Austin, TX, 78705

Snoop Baron

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Feb 12, 2010, 11:35:35 PM2/12/10
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Thanks Phil :-). Yeah you should read the doc tab and then see if you
can understand the Game tab. The language is sort of like Boo with a
Lisp style syntax:

; in Storm
(def MyAddFunction (leftHandSide, rightHandSide)
(+ leftHandSide rightHandside))

// in Boo
def MyAddFunction (leftHandSide, rightHandSide):
return leftHandSide + rightHandSide

Basically if you indent Storm code in a meaningful way and then remove
the parenthesis it should be pretty close to Boo's syntax. The other
main difference is like in Lisp operators are not infix. So 1 + 2 + 3
becomes (+ 1 2 3). You can use the chain operator to rewrite
expressions to an infix format (-> 1 (+ 2) (+ 3)), which is really
convenient when working with .Net object graphs. Commas are optional
so you can add them in as you please to help readability. If you
haven't programmed in a Lisp-like language before check out the Arc
tutorial for a quick introduction to another Lisp like language:
http://ycombinator.com/arc/tut.txt

Fernando

Phil Knoll

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Feb 18, 2010, 12:05:13 AM2/18/10
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whoa, thanks for the thorough response =)

The language demo page is impressive, but Lisp is foreign to me, and it has taken more time than I have available to learn. Interesting syntax, tho.




Snoop Baron

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Feb 18, 2010, 1:07:19 AM2/18/10
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My pleasure phil, thanks =) when my game comes out you will be using a gui for scripting so storm and its lisp like syntax will be hiden and behind the scenes. If you are interested in unity's coroutines i just put up a new blog post that covers them and exposes the internals of how they work. 


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