dan200, on 11 October 2015 - 03:00 PM, said:
Ooh, that's really pretty. You'll be glad to hear the new project has been written in such a way that it's easy to support new Operating Systems and Window Managers.
That's good to hear!
Creator, on 11 October 2015 - 03:48 PM, said:
Then it may be almost as fast as standard Lua.
Will it be event driven? Hopefully not.
Why is there a need for a palette, it is not like it will be a multiplayer thing. I would really appreciate 32 bit, or at least 24 bit colors.
To be honest, I think event driven is actually the best way to do it. Given that Lua is single threaded, and CC is meant to be simple to use, it covers all bases. If you want to be able to poll it, as SquidDev mentioned, you could easily make a wrapper around it.
That said, I haven't really used other Lua APIs much. How does Gmod do it?
On the palette, the only problem I see is with multitasking as I've said. Just to make it a bit clear what I mean, if you look at that thing I posted earlier, all the icons in the top bar are meant for the standard colours. However, if the front most program were to change the colours the icons (and, if they changed the greyscale colours, the top bar) mightn't look great. It's a trade off though I guess.
Lyqyd, on 11 October 2015 - 06:15 PM, said:
I just hope the default shell will have support for I/O redirecting (pipes!). The io API would be a sensible way to do this.
awsumben13 made a program which did piping which you could use otherwise (and if you haven't already made your own, which I wouldn't be surprised if you had).
Creator, on 11 October 2015 - 07:05 PM, said:
At the very least I hope there will be no 10 sec limit.
There's a good reason for that 10 second limit
I'm looking forward to seeing some sprite based game engines too.
Edited by oeed, 12 October 2015 - 01:11 AM.