Title: REBOL Post by: ABoretz on October 06, 2009, 02:58:14 am Carl Sassenrath and "REBOL Community" top off the Special Thanks column of Machinairum's credits. "Technically speaking, REBOL (http://en.wikipedia.org/wiki/REBOL) [Relative Expression Based Object Language] is an advanced language that gains its advantage through lightweight domain-specific sublanguages and micro-formats." http://rebol.com/what-rebol.html (http://rebol.com/what-rebol.html) Ooo now my brain hurts. :o JD, when you have some down time and can chit-chat (HA!), could you go into how your team employed REBOL? Meanwhile, has anyone else here had any experience(s) with this technology? Title: Re: REBOL Post by: julez on October 18, 2009, 07:43:33 am My only experience with this is seeing it written in the blocks of the Machinarium guide. Funny that my search of what it means should lead me back here. :o ;D
Title: Re: REBOL Post by: Kjoene on October 18, 2009, 10:58:02 pm My only experience with this is seeing it written in the blocks of the Machinarium guide. Funny that my search of what it means should lead me back here. :o ;D I noticed that too lol, i thought i was the only oneTitle: Re: REBOL Post by: henrikmk on October 20, 2009, 10:12:22 am Meanwhile, has anyone else here had any experience(s) with this technology? I know one of the Machinarium programmers from the REBOL community and I'm from there. This gives me a special interest in Machinarium. :-) It's a programming language that's a little different from other languages, perhaps in the same way that Machinarium is different from other games. It's wonderful to work in, very powerful and you write only little code, rarely more than a few kBs for a specific task. It's good for generating code in other languages, such as flash scripting and maintaining the logic behind the game, which I think is where REBOL was used. It gives you more leverage than trying to code in action script directly. |