Take Over The Galaxy with GitHub (DCPU16 support)
I'm having a hard time articulating why I think this is so fantastic. It's great to see people attack a not-so-serious problem with such gusto. I love the passion behind taking things apart just to see how things work.
Thanks, github. You made my day.
Ok after seeing the assemblers/VM's last week I wasn't expecting to see much new this week.. then I saw this:
https://github.com/krasin/llvm-dcpu16/
C compiler support for dcpu16!
In a way this almost saddens me as by the time the game comes out it looks like the community will have javascript ported to the CPU and no one will actually have to program in assembler as per the original idea... ;)
I want to see a networking protocol between ships so that fleets form in order to take advantage of multiple "cores."
So for example, you'd have the difference between a single-celled organism (standalone ship) versus a multi-celled organism (a fleet), with a fleet of ships delegating work to specific ships. So 10 ships run the "scout" programming in a perimeter, 5 act as resource gatherers, and a few others as transports within the protected space. Perhaps some act as brain cells which tell ships when to change roles.
All of this is happening even when no members of the fleet are actually playing.
This just boggles the mind with possibilities and I can't wait to start playing this game.
Furthermore, you have people trying to break into space protected by fleets by attacking networking protocols--in a game!
I had a dream the other night wherein there was a start-up that took custom code requests for 0x10c players on commission. Requests ranged from optimizing the ship's defense to autopilot and hyperspace jump controls.
Viable?
HN is funny. Last week as each new dcpu emulator implementation popped up, they got fewer and fewer votes and more comments like "oh great, yet another dcpu post. let's call this Dcpu News for crying out loud!" Then github adds syntax highlighting and gets 150+ points. I'm very curious why that is...
Looking at all the amazing work done regarding the DCPU and the article yesterday on Instagram's technology stack made me realize just how far we've advanced. With the tools that we have available now, it is possible to do things in a few days that it took people years if not decades to achieve.
Weird that they didn't include the language link[1] that shows all the repo statistics for the language, like most watched, most forked, newly created, etc.
Notch tweeted the other day that he was thinking about DCPUs coming with some fan-made open source OS... as soon as someone writes one. This should be interesting.
I wonder if Notch is regretting releasing these details so soon. Now he's already going to be a slave to backwards compatibility and the game is about 0.1% complete.
now let's just wait for the first O'reilly book on DCPU16 programming
While its great the GitHub added support for this how about x86-64?
https://github.com/ReturnInfinity/BareMetal-OS/blob/master/o...
The 64-bit register names are still not handled correctly. It does properly color the 8, 16, and 32-bit register names.
undefined
Now all we need is a DCPU16 to x86 translator and we have a whole new stack of dev tools ;-)
I'm a beginner programmer with a little of bit of programming experience, and this idea of programming a game through assembly interests me, but I'm not familiar with assembly. How should I go about learning DCPU16?
So, who's going to be first with a hardware implementation of the DCPU16? :)
What does the D in DCPU stand for? Notch's DCPU16 spec does not say.
Never been prouder to be a Github user and subscriber. This is why you guys are awesome.