What does HackerNews think of lobster?

The Lobster Programming Language

Language: C++

The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
I'm surprised the author didn't mention the Lobster programming language when evaluating a successor language:

https://github.com/aardappel/lobster

The language seems to be exactly what he was looking for - a high-performance high-level language specifically designed for video games.

Regarding the "Kingdom of Nouns", I always thought Lobster[0][1] had a really cute idea: x(a, b, c) and a.x(b,c) are equivalent. Don't know if that is original to the language, but it's where I saw it first. It only really makes sense with the other features of the language, though.

(Also, I just discovered that it now targets WASM. Maybe I should give it another go!)

[0] http://strlen.com/lobster/

[1] https://github.com/aardappel/lobster

Shameless plug: Kit (https://www.kitlang.org), a statically typed language with no runtime, can interface with C without bindings (by directly including C headers.) Kit includes features such as traits, term rewriting, algebraic data types and procedural macros, which make it more expressive than C without all the boilerplate.

Zig (https://ziglang.org) and Lobster (https://github.com/aardappel/lobster) are also pretty interesting!

I looked at it before - it seemed nice, but ... in those 13 years since the release, Lua has amassed the critical support to take over the world (LuaJIT2, FFI, stuff like Terra, MoonScript, Lua-in-JS, ...).

Lua and Squirrel being so close, it makes little practical sense to use Squirrel in a new project. Maybe for fun projects.

(And for something that's a little different, I recommend a look at https://github.com/aardappel/lobster - it's a breath of fresh air among scripting languages; practically, I still recommend Lua over anything else)

It's a nice little language, and I dislike Lua's 1-origin indexing a lot (no real problem with its object system otherwise).

However, despite taking some 200K compiled, Lua does give you a lot of things for that dirtier object system or origin (or other things you'll dislike).

Some of those things are already planned by yourself, some you'll find out that you need only with enough usage, and others may be outside the scope of Solid. A partial list:

0. A reasonably efficient GC

1. Very fast portable interpreter - faster than most other portable interpreters (e.g. Ruby, Python) with comparable dynamic behaviour

2. A crazy fast JIT compiler (LuaJIT2) fully compatible with that interpreter that rivals compiled and optimized static languages, and is available for many common architectures (x86, AMD64, various PPC, various ARM)

3. Useful built in data type like a dictionary/array ("table"), strings and floating point math, C user definable structure.

4. A vast ecosystem, different in nature than Python's or Ruby's (geared towards embedding rather than direct use), but definitely there and definitely useful.

Once you implement the infrastructure required for these, you'll find out that magically, you're not much shorter than Lua after all (if at all), and that some things just cannot be matched (JITting. Unless you're the 10 people or so that have made PyPy happen. Or you are Mike Pall).

Still, it's a nice little language, and seems quite well written (though the choice of vm.regs[255] for a return value is likely to bite you at some point - make a macro for that, at the very least, to guard you against a type of 244 or 266 or 2555 or any other random number).

And if you are looking for inspiration for some features, another interesting and practical little language is Aardappel's Lobster: https://github.com/aardappel/lobster ; I really like the fresh approaches that he takes.