the early history of k5 is described in vector.org.uk/impending-kos, which is how most of us found out about it
I wrote oK because k4 was expensive, kona was based on k2, and I wanted to understand the latest developments in arthur's approach to programming as embodied in k5, but all that had been released to the public were a few cryptic examples on the kparc site
I reverse engineered as much as I could by studying the differences between k2 as described in its reference manual and those fragments
I've been tinkering with something you folks might find interesting. A compiler from a K subset to GLSL fragment shaders: http://beyondloom.com/tools/specialk.html
@nathanrogers ngn/k doesn't really do any super fancy primitive optimization. arith does have some unrolling to 256 bits so the autovectorizer kicks in, but otherwise it's just your average C
Not really, I'm just saying if building snake in K proves the point that games can be made without branching in an array language, then why not use it as a tool for your other projects, rather than Java/C, etc
@dzaima that's a hard word to grok, maybe you could say whitneyfication?
I don't in general use K to write video games because the available implementations are too slow, too license-encumbered, and/or insufficiently portable for practical distribution
@nathanrogers have you ever tried to sit back and think objectively about why your communication style pisses people off? Your lack of tact will seriously limit what you're able to accomplish in life.
I mean, I don't know the last time I asked. in srs brsnrs, he mentioned that I convinced him of the need for 2:, and I've checked in periodically to know whether its being worked on, close to done, implemented, so I don't see the harm in checking in every now and again
no, but as a humorous repetition in response to "too slow... insufficiently portable", as in suggesting that this would be a fix for that?
But I guess nobody pays attention to context anymore... that's too much brain stack at once
Can't remember the immediately preceeding message, but I can find matching repetitions!
"this guy is so dumb, he couldn't possible be making a joke about something, he's just annoying and stupid and repeats himself despite ngn not being logged in, lol what an idiot"
@nathanrogers using external libs would really make it less portable, and it wouldn't do anything about speed, unless you write your whole game in C and your k is just a call to 2:
as such, I interpreted the message as being unrelated to the surrounding context
in addition, the message started with an @ so I immediately read it as a reply (i'm used to concurrent discussions), the message had nothing to help take it as a joke (except being character-identical to the previous one, but I don't remember the precise characters of all messages), and you've asked ngn about ffi plenty of times before
, to the point that I've gotten tired of discussions about ffi
@dzaima (that wasn't a "without the previous message it'd be fine", but "that's extra annoying")
@nathanrogers anyways, back to actual on-topic things - games usually require at least some scalar code (if you don't go completely crazy and vectorize everything), and arraylangs can't compete with C/C++ for scalar code