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    The Wren language they mention seems interesting. I’m getting into more classic-class languages (pun intended-not-intended). Mostly Java though (since that’s what I’m learning to use for game dev atm).

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      I was just looking through the docs for Wren linked to from Luxe. It looks cute:


      Wren is a small, fast, class-based concurrent scripting language

      Think Smalltalk in a Lua-sized package with a dash of Erlang and wrapped up in a familiar, modern syntax.

      • Wren is small. The VM implementation is under 4,000 semicolons. You can skim the whole thing in an afternoon. It’s small, but not dense. It is readable and lovingly-commented.

      • Wren is fast. A fast single-pass compiler to tight bytecode, and a compact object representation help Wren compete with other dynamic languages.

      • Wren is class-based. There are lots of scripting languages out there, but many have unusual or non-existent object models. Wren places classes front and center.

      • Wren is concurrent. Lightweight fibers are core to the execution model and let you organize your program into an army of communicating coroutines.

      • Wren is a scripting language. Wren is intended for embedding in applications. It has no dependencies, a small standard library, and an easy-to-use C API. It compiles cleanly as C99, C++98 or anything later.

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        Wren is quite compelling. There are a few slick little languges in this embedded (game) scripting space nowadays.

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        It says it’s written in C++, but the repo is 99% Haxe..?

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          I can’t find any references to Wren in that repository. Maybe it’s old code?

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            Yep, apparently between Luxe’s “alpha” and not-yet-released “preview” versions it has changed considerably.

            On https://luxeengine.com/alpha/ it says:

            All the details of this transition are being expanded in the development logs!
            In short: The alpha code base was temporary and is going away.

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              if it was a deliberate strategy to use haxe to develop the alpha quickly and experiment with strategies, and then port to c++ once the code had crystallised, i would love to read a blog post about it.