I’ve previously blogged about the “Shimlang” language. This is not a continuation
of that design. Instead, this page solidifies some of the internal implementation
details of the programming language.
A large amount of virtual memory (4 GB) will be dedicated for the interpreter. All
memory operations are done relative to the base address of this memory chunk. A
dump of this memory should be sufficient to completely restore the state of a
game written in the language. This includes loading state from some point in the
past of a gameplay session to be able to easily reproduce errors and tweak
behaviour.
Read more...