@piq9117 I've had a couple people express interest in doing it, but haven't gotten any PRs yet (I'm not complaining). I think I'd enjoy doing it myself, but just need to find the time and energy (the usual refrain).
@paf31@piq9117@deech The C++ compilation stage is slow, but the Go one is fast – both reflect the general state of those languages. As for debugging and profiling: pretty good (again, due to those languages), although the debugging is in the target language, not purescript
@paf31@themattchan@nwolverson Speaking for purescript-native (C++ and Golang), that's correct. And I've been getting some great PRs for the golang libs lately – more are always welcome
@taylorfausak I've created versions and then threw them away a few times over (literally) a few years. I was never happy (enough) with the look of the generated code until now
Many thanks to all those that attended Level Up! #GameDev With #PureScript Native. And an extra special thanks to @lambda_conf for having me speak at this year's conference. 👍
@dysinger@_joshburgess@SusanPotter@jonoabroad FWIW, the C++ backend (a.k.a. purescript native) is no longer a fork, but a utility that processes the functional IR output from any recent version of the main ps compiler
@passy I tried it out and got a basic example working. The main issue I found was the lack of an official STL. Instructions are basic/rough right now: https://t.co/DBCDoFZYj0
@passy I’ve never gotten around to trying it, but if you do and run into any problems, just let me know and I’ll try to help find a solution. If it handles vanilla C++11 you should be good.
@sjfloat@paf31@BeckyConning It’s mostly just a rename/rebrand. “Pure11” is a more catchy name, but I was concerned it implied a ps dialect or being tied exclusively to c++11
@lrz Yep! Got our first one about 15 years ago, even though they’re even less common here in the US. Funny enough, just yesterday making arrangements to install one in our new place