But that’s not what players.

Luy: Rou: you want to write your own programming language? Why not use JS for that too?

Mikos: Won’t that allow too much control over what you can do?

Ozaki: Rou: you mean sth like LUA?

Miyose: Rou: is that a bad thing?

Bankes: Rou: because you really just want to provide a good API for people to write their games with your engine

Fritzpatrick: Rou: well, let’s talk about specifics: what do you want to allow, what do you want to prevent?

Mikos: Dash: Gameplay within the bounds of their own peer to peer server.

Hooe: So the players use code to play the game?

Fritzpatrick: Rou: i don’t understand how that answers either question

Lynde: Rou: can you be more specific?

Mikos: Allowing conditionals, events, ect. for UI/Sprite loading/Animations/Physics/ect. Which syncs across all clients on a specified server.

Mikos: And only specific users on said server would have access to the embedded scripting language

Nicolls: Rou: so, players in the game can write code in this language and interact with the game resources?

Henshaw: So you play the game by coding Rou? like ‘player.moveright, 2;/

Krystal: You can do this with a good js game api

Lipani: Rou: right. In that case sandboxing JS would be hard. The simplest thing would be to write an interpreter for a Lisp-like language, and give it only the features that it absolutely needs to have.

Fritzpatrick: Neonakis: mmm, why would sandboxing js be hard

Hufford: Dash: from what I understood, the code would run in the game server, which means making sure arbitrary JS code has only access to the things you want to is going to be a pain.

Steeby: Sure you can use something like the VM module, but you still risk people being able to leave the sandbox

Anderberg: And an isolated process would be expensive/require serialisation/etc

Bazata: Or crash the game using infinite loops etc

Mikos: That’s why I’m asking if something like this has already been written that I can look at

Fritzpatrick: Oh, well if it runs on the server then yes, different story

Mikos: Like this for Haxe: https://github.com/HaxeFoundation/hscript

Fritzpatrick: Rou: i’m hoping to announce something early next year, but it’s not for javascript :

Redding: Rou: writing an interpreter for a Lisp dialect is probably going to be much easier than trying to adapt some other general-purpose language for your particular case here.

Fritzpatrick: In fact if it’s running on the server, it doesn’t need to be js at all

Waycaster: You can write your own interpreter. like in the early larry games

Mikos: Well I’m using Node.JS and socket.io

Abston: You can do the simplest thing that could possibly work, and write a simple p****r with a tree-walking interpreter. Just make sure you kill things that don’t have a fixpoint for recursion/loops

Klien: You should be able to do that for a Lisp interpreter in less than 100 lines of code, really

Dursch: Just use some verbs and objects. no loops at all

Schaarschmidt: Like the old text-adventures

Heberling: Text adventures have some pretty sophisticated NLP these days

Mincer: Like, understanding “under the bed, open the big red box with the golden key”

Mikos: Well not having loops would really limit things

Mikos: I’m fairly sure most sandbox games allow loops, it’s just your server will be laggy / framedropey as **** if your scripts are bad.

Hornoff: I imagine: “under the bed” to be difficult

Merlo: Also i can imagine sophistication can reach a high degree here

Mikos: At the very least you’d need an update function which is called every frame

Mikos: And throw whatever you need conditionally under that

Westveer: But that’s not what players do rou. that’s what the gameengine will be responsible for.or not?