@cathal @feonixrift There are a few more fundamental pieces that I need to get down before it will be "easy" to help me. Namely, I need to finish the "secure distributed computing" part. But that is in progress and probably is closer to reality than most expect. Once I have that I can build a mini virtual worlds demo.
If you want to start getting ready to help, go through https://docs.racket-lang.org/goblins/index.html
The abstractions there are the same you will use for virtual worlds programming.
@cathal @feonixrift If you really want to follow along in my journey towards making Goblins distributed, here is some information, though I'm not sure I can recommend it unless you have a lot of time to dedicate.
The core idea I am implementing is something called "CapTP". First implemented in the E programming language, then in a number of others.
I am live documenting my journey here: https://groups.google.com/forum/#!topic/cap-talk/xWv2-J62g-I
Be warned, that is a MONSTER thread of me communicating with domain experts!
By contrast, Goblins' choice of Racket/Scheme/Lisp has allowed me to approach this as "distributed ocap from first principles". Many language choices are cleaner, even if there are many more parentheses.
@cathal @feonixrift However, even the parenthetical language aspect will not be a requirement... it should be possible to layer other syntax forms on top. But more importantly, here is a video that demonstrates a *visual editor* for lisp, with no parentheses present: https://www.youtube.com/watch?v=CnbVCNIh1NA
I think this would be an appropriate editor style to embed right into a video game, especially to help newcomers. And people wouldn't even know they are writing lisp.
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