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Hey – cool stuff and thank you for taking the time to respond to comments here!

Some questions and feedback:

1. Did you start this project at PopCap and if so, are any of their games developed using a version of Beef? Do you know of any other games developed with Beef? I looked around the site but couldn't find any such information.

2. How would you use Beef with popular game engines like Unity or Unreal? Or is this language mainly intended for engine development as opposed to game logic?

3. Given the focus on developer "ergonomics" if you will, while retaining high performance execution characteristics – are there any representative benchmarking examples where you can showcase both great performance and "nicer" code?

Regarding that last question, a representative example in my mind might be something like a small raytracing engine. Something sufficiently complex that performance matters, but stils simple enough that someone familiar with the domain (and, presumably, a counterexample language like C++) could grok the Beef code and see the benefits in a show-me-don't-tell-me kind of manner. What do you think?



1) I started this project a few years after leaving PopCap. This is the very first public release - only a couple people have seen it before now so there hasn't been a chance for anyone else to build anything with it yet.

2) This is intended for both engine development and game logic. Using alternate languages with Unreal or Unity is nearly impossible at the moment- likely Rust will make inroads there before BeefLang.

3) Good idea.




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