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#279169 ComputerCraft IDEs - Market Research

Posted by Viking on 09 August 2019 - 12:56 AM in General

View Postardera, on 08 August 2019 - 05:30 PM, said:

Your main features are by themselves, pretty big projects. I certainly would feel overwhelmed by that amount of work. You could try breaking this huge projects up into smaller sub-projects, if you like. A text-based lua debugger similiar to gdb would really be useful.

I completely agree. As of right now, I'm only focusing on finishing a minimum viable product, a version 1.0 if you like. Some main features work as intended already, some need lots polishing and there's others I haven't even started working on. The debugger mode for example is on the bottom of my TODO list, because I believe that will cause the most headache and I don't personally use debuggers for Lua that much, even outside of ComputerCraft.

Unfortunately it seems like there isn't much demand for CC related stuff right now. Maybe if I'll receive some more feedback I'll get back to working on this in full swing. I really wish I finished this project 4 years ago *sigh*

View PostSquidDev, on 08 August 2019 - 06:40 PM, said:

I'm curious as to the decision to make in-game editing easier, rather than improving the out-of-game editing experience? I don't think it's a bad thing at all - Lua IDE is so old at this point - I guess just runs counter to how I generally use CC.

Generally, I prefer to use out-of-game editors (ZeroBrane Studio is my favorite choice for Lua), too. A couple years ago I was really hooked on the idea of working on an IDE (IRL), and lurking on this forum I saw how the ComputerCraft community was (and still is) lacking in that department. Here I am years later, thinking that maybe I should finish it now.

View PostSquidDev, on 08 August 2019 - 06:40 PM, said:

That auto-complete is looking very nice though, especially the parameter hints. Just curious as to how you're gathering that info - is that using the debug library, hard-coded in, or doing some other magic?

I actually use someone else's parser to do the dirty job for me. The AST contains information about function arguments, local/global variables, scopes and everything I need to make the editor show contextually relevant hints. I also created a linker to combine the project source code into one giant file, which the parser gets fed. This makes it possible that if you load an API (i.e. using os.loadAPI), the editor will be able to suggest and highlight functions/variables from any of the loaded APIs.



#279159 ComputerCraft IDEs - Market Research

Posted by Viking on 02 August 2019 - 01:07 PM in General

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