I’ve been working on a domain-specific language for a point-and-click framework called Escoria built on top of the Godot game engine. The original DSL was implemented as a regular language, largely using regular expressions. It was flexible in the sense that it accepted a wide range of inputs, but that flexibility came at a cost. There were very few meaningful constraints. As a result: pre-compil
What Building a DSL Teaches Us About Constraints
Duncan Brown·Dev.to··1 min read
D
Continue reading on Dev.to
This article was sourced from Dev.to's RSS feed. Visit the original for the complete story.