Shimlang has gone through many iterations since it was first conceived. Originally it was meant to be an interpreter that was small enough to include directly include in a project repository for multiple platforms, and to be deployable as single file executables like Love2D.
While that was a neat concept to play around with, that motivation was fairly thin. I know that I’ve had issues with other projects relying on Ruby or Node or Perl for some tasks, especially if they required newer versions of those languages that weren’t readily available.
Conversely, most Linux distros will already have Python and I can easily write Python that doesn’t depend on third party libraries (eliminating venv issues for others) or newer features (Python 3.6).
That left my primary use-case for a custom language — gamedev.
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