Not much games coding lately. Another (old) project sort-of happened. Not quite where it should be, but it's slowly getting there. Next step is having a think about iteration, I think.
So far:
BASIC> (b-r-e-p) > list 10 print "Hello" 15 print "World" 20 let nisse=3 22 let nisse=22 23 let nisse=50 25 print nisse 50 come from nisse 55 print line 60 print "The value of nisse is high" 65 goto 0 70 come from nisse 75 print line 80 print "Nisse has a high value here too"NIL > run "Hello" "World" 51 71 "The value of nisse is high" "Nisse has a high value here too"
0 >
Yep, threaded basic interpreters with a least-surprise computed come from. Well, if there are multiple available come from statements that indicate that the thread of execution should come from the current line, it is (probably) least-surprise to effectively spawn new threads.
This might end up being truly evil, some day. For now, it works. Took a bit longer clearing up a code base that has hovered untouched for more than 6 years, though most of the code worked out of the box. I'd guess about 80% or so. Unfortunately, the code that didn't work was in the essential scaffolding. Also, I wonder why I didn't use hash tables for storing the interpreter's variables instead of knocking up a dictionary tree library (best guess, it looked like an interesting challenge writing the dictionary library and the basic interpreter was, at best, an excuse for having a use for the dictionary library).