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A high level progaming language designed to be fast to write, to compile and to run for game engines.

Home Page: https://lostbblizzard.github.io/UCodeLang/

License: MIT License

Lua 0.09% UnrealScript 0.26% C++ 38.52% C 59.01% Batchfile 0.03% Jinja 0.01% CMake 0.52% CSS 0.01% Python 0.42% Meson 0.01% Cuda 0.01% HTML 0.04% SCSS 0.03% Objective-C 0.59% Objective-C++ 0.41% Shell 0.01% GLSL 0.01% Kotlin 0.01% GDB 0.01% TypeScript 0.03%
compiler cpp gamedev gameengine gameenginetechnology help-wanted language library looking-for-contributors multiplatform runtime ucodelang

ucodelang's Introduction

LostbBlizzard. I Use C++,C#,Rust,Go,Zig. I'm a Game Engine Developer,Compiler Developer and low level system programmer.

Working On My Programming Language for Game Engines called UCodeLang.

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ucodelang's People

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ucodelang's Issues

Hot reloading doesn't work in some cases.

-Hot reloading may thrown exception for reason
-incorrect call Destructors and Constructor when swaping UClibs on static on thread varables.

There's probably more but I worked on that the code in while.

Hotreloading is found in RunTimeLangState::HotReload in UCodeLang/UCodeLang/RunTime/RunTimeLangState.hpp.

MacOs BackEnd does not exst.

"UCodeLang/UCodeLang/Compliation/Back/MacOs/MacOSBackEnd" is missing so MacOS does not have a BackEnd.

all is needed to be done is to make the MacOSBackEnd.hpp and MacOSBackEnd.cpp files
and make a class named MacOSBackEnd that has all the functions that BackEndObject needs.

use UCodeLang/UCodeLang/Compliation/Back/Windows/WindowsBackEnd.hpp as a reference.

missing .vscode tasks for MacOS

there no .vscode tasks to help get the project up and running on vscode and I don't have an Mac so there's no way for me to test this.

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