• thevoidzero@lemmy.world
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      6 hours ago

      I thought the most mode sane and modern language use the unicode block identification to determine something can be used in valid identifier or not. Like all the ‘numeric’ unicode characters can’t be at the beginning of identifier similar to how it can’t have ‘3var’.

      So once your programming language supports unicode, it automatically will support any unicode language that has those particular blocks.

        • toastal@lemmy.ml
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          4 hours ago

          OCaml’s old m17n compiler plugin solved this by requiring you pick one block per ‘word’ & you can only switch to another block if separated by an underscore. As such you can do print_แมว but you couldn’t do pℝint_c∀t. This is a totally reasonable solution.

        • thevoidzero@lemmy.world
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          5 hours ago

          Sorry, I forgot about this. I meant to say any sane modern language that allows unicode should use the block specifications (for e.g. to determine the alphabets, numeric, symbols, alphanumeric unicodes, etc) for similar rules with ASCII. So that they don’t have to individually support each language.

          • NeatNit@discuss.tchncs.de
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            5 hours ago

            Oh, that I agree with. But then there’s the mess of Unicode updates, and if you’re using an old version of the compiler that was built with an old version of Unicode, it might not recognize every character you use…

    • lad@programming.dev
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      9 hours ago

      Yes, but it still is about language, not game engine.

      Albeit technically, the statement is correct, since it is more specific.

          • ℍ𝕂-𝟞𝟝@sopuli.xyz
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            2 hours ago

            Godot is neat. There is C# support as well if you find that easier, but coming from Unreal, it’s night and day. I know Unreal has so much more features, but for a hobbyist like me, Godot is much better. It’s just this small executable, and you have everything you need to get creative.