• Home
  • Script library
  • AltME Archive
  • Mailing list
  • Articles Index
  • Site search
 

AltME groups: search

Help · search scripts · search articles · search mailing list

results summary

worldhits
r4wp37
r3wp343
total:380

results window for this page: [start: 301 end: 380]

world-name: r3wp

Group: Ann-Reply ... Reply to Announce group [web-public]
Maxim:
17-Jan-2011
It will seamleslly integrate to my Custom Gob Renderer so the same 
GLASS style will be able to render in any renderer for which a compatible 
style was built.   


this means the same layout and interface for a button will be useable 
in a normal AGG render up to a 3D game representation of that button, 
with no user code change.  just a swap in the skin being used.
Group: Core ... Discuss core issues [web-public]
[unknown: 10]:
20-Nov-2006
Thanks...I finaly can finish my Brain-Game ;-)
Ingo:
19-Feb-2008
... just to be part of the game ;-)
btiffin:
8-May-2008
John;  If you ever get a chance, check out R.   http://www.r-project.org
  It's a statistical analysis language (in the main) and goes to 
great length to ensure a reproducible random sequence on each run. 
  This allows for verification, stable screen shots of sample graphs 
etc.   I like the fact that REBOL has the same feature of "known" 
random numbers across runs, until a forced seeding.


In Quebec, someone figured out the sequence of the provinicial Keno 
game.  He won three times before someone got suspicious.  The lotto 
corp wanted to deny him his prize money.  A judge ruled that if they 
did, they would have to deny and claw back all winnings from everyone. 
 So they paid.  And fumed and puffed out their chest, and then went 
back to school to learn better programming.   :)   Last I heard, 
the guy hasn't cracked the new sequence ... yet.
Janko:
8-Feb-2009
(that was the reason why I wanted to embed smalltalk into game engine, 
but I would much rather do this with rebol)
Janko:
21-Jan-2010
I embedded lua and nekovm when I was working at some game to make 
levels scriptable instead of data driven. It was really nice way 
to make games, and if I could I would much rather use rebol. rebol 
is the data and dialect language which is main point of embedding 
dynamic languages in the first place
Terry:
17-May-2010
FIND, SELECT and PICK are blazing.. foreach is a game killer. Need 
to work out a way to FIND all values
Reichart:
14-Jun-2010
Not to sound doom and gloom, but I see little evidence that we will 
get a single platform we can all write to so we can focus on a free 
market war of "best products" as opposed to a private war between 
the biggest companies (Apple, Microsoft, etc.).

We are pawns in THEIR game until we have standards enforced.
Maxim:
24-Aug-2010
I am on vacation, I having fun working on my animation/game/math 
package.  this will allow more precise animation timing... cause 
as it stands, in R2 I can't manage much more than 32 OR 66 frames 
per second, since all time values are stuck in 0.016 increments.
Fork:
26-Sep-2010
/INTO is kind of novel and catchy, in terms of some of the optimization 
scenarios it allows for.  Making variants like "/NO-COPY" winds up 
looking like Rebol is doing a bad job of conventions like REDUCE 
vs REDUCE! ... as opposed to playing a whole different game.
Group: View ... discuss view related issues [web-public]
Pekr:
2-Apr-2008
View including rebol is still under 1MB - what other language provides 
that? Flash, Silverlight (which needs .Net)? We are "third to the 
game" here.
Janko:
31-Oct-2009
I already told this here but I know AGG was used in this higher profile 
"indie" game: http://www.wikgame.com/
BudzinskiC:
25-Apr-2010
I'm currently writing a Rogue like game with Rebol. I used a box 
to display the game map and set the focus on it so that it receives 
keyboard input but when I do that there is a weird white stripe being 
drawn on top of the box in the center. Any idea why that is and how 
I can make it go away? http://img.skitch.com/20100425-ju42itgetsasupi6yerc1ph4db.png
Henrik:
25-Apr-2010
otherwise an alternative is to provide a sensor face, size 0x0, sitting 
in the corner. focus that and the caret won't appear. then control 
the main game area using the sensor face.
Maxim:
23-Aug-2010
btw, I'm working on getting this kind of collision detection code 
working under REBOL  :-) 


in fact, I also want to support rotated shapes, which makes it quite 
a bit more complex to handle generically, but I've done enough research 
on the subject to have a good feel on how to get it to work.


I'm hashing out all the maths to do it, and will integrate this into 
my little game engine.
Maxim:
31-Aug-2010
shape collisions  :-D
a little milestone  in my rebol game development kit... 

The first version of an SAT-based collisions lib for arbitrary convex 
polygon  is now fully functional:

test it in action in this test script:


do http://www.pointillistic.com/open-REBOL/moa/files/ctest-preboled.r


note that it handles shape rotation which isn't always supported 
in implementations of this algorithm on other platforms.
Maxim:
1-Sep-2010
MAJOR milestone for Game kit.


test app updated and includes multiple shape collisions and propagation. 
 quite fun  :-)

also: press g to view spatial sorting grid, its a bit mesmerizing 
to see


do http://www.pointillistic.com/open-REBOL/moa/files/ctest-preboled.r
Maxim:
1-Sep-2010
most of it is math, AGG is just reflecting the vector maths I am 
doing.  its also responsible for about 90% of the CPU use :-(


but for now its not an issue since the game kit doesn't actually 
use these shapes for the user graphics, only for collision detection.
amacleod:
15-Sep-2010
I wanted to create a near transparent window onto another windows 
app so I could draw/sketch over it like they do on tv during a football 
game.


playing with Cyphre's script the transparency works on the whole 
window including title bars and borders.
 

Perhaps I could use a chrome key to get full transparency on the 
area I want to see throught to and lay over that a draw based semi-transparent 
object to draw on....I'll do some experimenting.


Else I will need to make the whole project Rebol and not use this 
"cheat"
Maxim:
15-Sep-2010
game engines use this simple system.


-create very transparent images with a gaussian fall off.  actually 
give the prefered shape to your image... so if you want a triangle-like 
flame, generate a smooth triangle with alpha/color falloff.

-create a block which will store a list of pairs, each one holds 
the position of a single "particle"
Oldes:
16-Sep-2010
(it's not slow as stand alone, but with game where I need it it's 
noticable)
Oldes:
16-Sep-2010
The problem is, that we have only 40MB for complete game so I cannot 
prerender the smoke effect into sequence of images and I cannot do 
it even during init time as the engine has some problems with premultiplied 
semitransparent images. But I want to do some improvements.. also 
it's possible to make (pregenerate) a classic animation for each 
particle so no AS would be used to traverse the block with positions 
which also slows down a little bit... and no, the engine is not slow 
for that, but you must have the game itself running as well under 
the smoke effect:)
Group: !RebGUI ... A lightweight alternative to VID [web-public]
Ashley:
13-Apr-2009
Hi Giuseppe, I'll respond in full to your questions here as I've 
had quite a few emails recently asking similar questions about the 
future of R3 and RebGUI.

As you have created the best GUI solution for REBOL2

 ... Thanks, remember that "best" is in the eye of the beholder though 
 ;) ... RebGUI was created only because VID wasn't up to the task.

I ask to myself why your still not involved in REBOL3 GUI.

 ... Apart from the fact that I cannot give the project the time it 
 requires, the R3 GUI is in far more capable hands than mine. I'm 
 looking forward to it making RebGUI obsolete! ;)


Are you waiting the final VID version to port your great experience 
in this area ?

 ... When the R3 GUI is stable I'll look at how best to port apps 
 from RebGUI to it. I'm thinking either a compatibility layer or an 
 outright script conversion utility. But while we wait for that glorious 
 future (stable R3/GUI SDKs on Windows, Mac and Linux) RebGUI is still 
 the only R2/GUI game in town (IMHO).
Ashley:
26-May-2010
... which is still the latest official release ( http://www.dobeash.com/download.html
)


118 was the commencement of a makeover but as Graham says broke a 
lot of things. The 118 efforts morphed into an almost total rewrite 
of 'the engine' (everything bar the widgets) and were about 90% complete 
(build 218) when R3 gobs hit the scene (a game changer IMHO).
Group: DevCon2005 ... DevCon 2005 [web-public]
james_nak:
30-Sep-2005
Reichart would know that, for example, that nowadays it seems to 
take big bucks to make a game. Again, I believe that's a mindset.
Terry:
3-Oct-2005
Those are pretty big assumptions... what makes the next 4 years any 
better than the last?  Is there some killer app coming out?  Nothing 
I see.  All this stuff is readily available with other products... 
and then some.  With the lack of community and resources.. Rebol 
is in a constant game of 'catch up'... but the competition isn't 
sitting by idly.
Group: Tech News ... Interesting technology [web-public]
Geomol:
29-Nov-2009
mental faculties reach a peak in one's early 20s

I don't think, that's true either. I can do many things better and 
faster now, than 20 years ago, when I was in my early 20ies. I can 
program a lot faster and with fewer errors now than back then. Now 
and then I try a computer game on my Amiga, that I haven't touched 
in 20 years. I can finish games now, I couldn't figure out back then. 
My reactions might be a bit slower now, even if I'm not really sure 
about that either. But I solve the puzzles better now. Many years 
of practise has also made me a better piano player now, than 20 years 
ago.


I don't know, where that saying come from, but I can't see it being 
true.
AdrianS:
16-Jan-2010
A technical preview of Kodu for PCs is available from Microsoft Labs. 

http://fuse.microsoft.com/kodu/


This is a really nice game creation application for kids. It's completely 
graphical and requires good 3D hardware for best effects (I'm using 
it with an embedded Intel 945G chipset and it's almost acceptable 
at a 1280x720 res, though I don't get the nice shaders, glow, etc.). 
If you've got kids of around 8+, I would really recommend you check 
this out. I've been looking at what's available out there and there 
aren't too many really nice environments.


Part of the problem with most development environments is that the 
little guys expect quite a lot in terms of whizzbang from the exposure 
to all the latest games and it's quite a lot of work to do anything 
approaching this in most kid friendly tools. Kodu seems to be an 
exception.  


I'd also recommend StarLogo TNG from MIT, Scratch (and the enhanced 
version BYOB -build your own blocks) from MIT, as well as the newsest 
version of Alice (3.0 beta) from Carnegie Mellon.


It would be a good little project to create REBOL tools for content 
creation/edition for Kodu. Later, when Maxim's 3D and other UI candy 
is in place, maybe REBOL could be used to create the best kids' programming 
tool ever.
Henrik:
20-Mar-2010
I wonder if this is a trend... I just saw a demo of Ribbon Hero for 
MS Office. Instead of having Clippy, you have a scoreboard and a 
list of "challenges" shaped like little games to help you use various 
features in Word, Excel and Powerpoint. You can share your scores 
on facebook just like any other game. It's very game oriented, but 
I wonder if this will help or hinder Office users in the future.
Henrik:
19-May-2010
Maxim, it could probably be used, but it fails more than it should: 
I own the Mass Effect game, which allows movement of the character 
via tilting the iPod, but you need a frame of reference to do that, 
hence you must sit very still when playing the game, and you must 
perform calibration, if you change your position.

Another app is a bit more reasonable: A star chart app that I have, 
will change the field of view if I move the iPod over my head, perpendicular 
to my face, but it has limited usefulness.
Maxim:
19-May-2010
one of the stupid gestures shown is using the tilt to select things... 
like a ball tilt game...   does the guy remember that ball tilting 
is quite hard in real-life?  that shoudn't be used at all.
AdrianS:
17-Dec-2010
OnLive seems to be available now in the app store. Seems to work 
quite well if you can believe this video. I had forgotten about this 
tech - it's got significant implications to the platform fragmentation 
issue. See around the 8 min mark where they're running Maya on an 
iPad.


http://video.allthingsd.com/video/dive-tech-onlive-now-more-than-just-a-game/2D385273-C40C-41D7-B01D-39A6E3B50F9F/
GrahamC:
6-Jan-2011
I guess the compelling proposition with unity3d is the create 3d 
game on multiple platforms?
GrahamC:
9-Feb-2011
http://www.zdnet.com/blog/btl/hps-touchpad-tablet-smartphones-put-webos-back-into-the-game/44636?tag=nl.e589

HP's impressive tablet using WebOS
Group: #Boron ... Open Source REBOL Clone [web-public]
Geomol:
15-Nov-2009
I found the Computer Language Benchmark Game a few weeks ago. Could 
be interesting to make REBOL and ORCA versions of those benchmarks.
Group: !REBOL3-OLD1 ... [web-public]
Maxim:
16-Jun-2007
if you are talking about the card game ... YES  :-)  such a great 
game
Maxim:
16-Jun-2007
werewolf is such a fun game.  especially if you add in a few other 
special characters... I had a guy as a werewolf who was soooo masterfull 
at it that he killed 18 people after the first werewolf was discovered 
at first day!
btiffin:
14-Jul-2007
Is it too late in the game to ask for a 'last result' auto-variable 
as part of the console interpreter?  back-tick ` or dot . maybe, 
something unshifted.  Or am I just being lazy?  It would turn (for 
me at least) an up arrow, home (repeated back cursor actually), insert 
set-word sequence to a set-word last-result sequence.
Geomol:
30-Jul-2007
GLUT also add joystick support to some degree across platforms, so 
for e.g. game writers, GLUT is a good library to use.
BrianH:
20-Sep-2008
It is thus better for us to do something that Flash can't do, rather 
than to try to beat Flash at its own game (like Silverlight).
Pekr:
21-Sep-2008
I think we should wrap some services. Do you remember few scripts, 
wrapping SlashDot? What about wrapping Google mail? And then showing 
the source code of VID? I think it could cause some jaws drops, how 
small the source can be. Then we could encap it, and provide it as 
a Flash app. It could be downloaded in millions. And Google might 
get interested. They imo need something against Flash/Silverlight, 
and there is not third technology to the game but REBOL imo ...
Janko:
11-Jan-2009
if there will be a chance to write bindings for R3 then this shouldn't 
be a problem because people will probably make bindings to various 
sound libs like (I know few that are used in (casual) game engines 
like irrKlang, KSound, SDL mixer, or something.
Janko:
11-Jan-2009
at sound (to my limited knowledge) there are many solutions but neither 
one is ideal. It's not like software rendering for graphics - where 
you know they will work everywhere. Or even OpenGL (which has problems 
on certain % of windows users because of bad drivers)... there is 
OpenAL but it also won't work on some hardware. Example of this is 
that something as big as Java doesn't have a solid sound library 
that would work in non-signed applets. I wrote a game in processing(java 
lib/lang) but had to rewrite it to java+lwjgl+jopenAL because there 
was no way to make native java play sound consistenty. Basically 
it didn't work on more computers that it did, and processing is very 
media oriented.
Maxim:
29-Apr-2009
a few throw-away utilities isn't the same as building the company 
IT over rebol.  its an entirely different ball-game.
Maxim:
21-Aug-2009
Its working on my system  :-)


when A80 is out, depending on what he will have added to the API, 
I will try to port a simple OpenGL game to REBOL  :-)
Maxim:
26-Aug-2009
JSON is a proof that it already has... now let's get that into the 
spotlight and start letting REBOL do what its really good at.... 
high-level application development...


 let it be the MCP for all the cool APIs, libs, network services, 
 game engines, web sites, smart appliances, etc... out there.


 (Refer to the movie Tron, for those who don't know what MCP stands 
 for... ;-)
Maxim:
9-Sep-2009
actually it isn't hard to mix VID and OpenGL  :-)  all we need is 
a way to do a quick memcopy of the OpenGL pixel buffer into an image! 
datatype... that's it.  really simple.


now I dont want to be forced into using View though.  I want to be 
able to use extensions to control the windowing too.  I need to be 
able to use other window managers if I want to integrate into better 
engine which are already ported to all major platforms.  Things like 
open scene graph or other game-oriented 3D engine, DirectX, whatever.
shadwolf:
2-Dec-2009
(oh and i had a 3D game running on the computer at same time...)
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public]
Steeve:
22-Dec-2009
i'm bad at this Game
Steeve:
22-Dec-2009
i mean, position in the last game
Terry:
11-Jan-2010
Working on some websocket experiments.. 
http://shinyrockets.com/exper.html


- simple canvas game... Losing the game publishes the fail , ip and 
port to everybody.
Kaj:
9-May-2010
Trying with View only works when the window environment is started, 
even when X11 is installed on a machine, so this is game over for 
headless servers
Endo:
11-Jul-2010
well, I'm planning to make an turn based online game, but not inside 
a browser, client will be a separate rebol application. it will be 
connected to a web socket, and player did somthing it will be sent 
to all other players
Gregg:
14-Feb-2012
I believe in optimizing on a case by case basis, as most do. And 
I believe in optimizing different things in any given case. Size, 
speed, felxibility, and readability are all fair game for optimization.


As far as AltME and other slow REBOL UIs, I remember Carl saying 
once that View is a miser, saving pennies, while VID is the government 
and spends millions. I think whoever designed the list model used 
in AltMe and other apps (e.g. IOS conference and messenger) chose 
to make the implementation small and quick to write, knowing that 
they might not be fast. They may also not have imagined how far they 
would be pushed.
Group: !REBOL2 Releases ... Discuss 2.x releases [web-public]
BrianH:
29-Dec-2009
No PARSE improvements this release unless Carl has a ready bugfix. 
Fixes to DECODE-URL are fair game though.
BrianH:
3-Jan-2010
Doc in the Core group: "this could be a really great addition to 
R3 (or even R2)"


Policy: Additions of new globally defined functions to new R2 releases 
almost always must get put in R3 first, go through consensus, testing 
and the REBOL optimizer, then be backported to R2 (usually through 
R2/Forward). Enhancements of existing functions in comparable areas 
of the code (not ports, View or library) also go through the R3 gauntlet 
first. If you want R2 /Core enhanced, get to work on R3.


Change to the semantic model of R2 isn't going to happen: No new 
port model, no new View, no extensions or host code - use R3 if you 
need those. New (real) R2 datatypes are unlikely, though faked backports 
of R3 datatypes are OK and have already made it into 2.7.7, with 
more to come. Natives that can be fixed without changing the semantic 
model or adding new datatypes are fair game though.


Bug fixes will be done though as long as code (that we can't fix) 
doesn't depend on the bug (no fix to PICK, POKE and AT's off-by-one 
error, for instance), as will backwards-compatible enhancements to 
R2-specific areas, like the port model, View/VID and library support. 
Backwards-compatible means we also test it against existing code, 
so if you want to test it against your favorite code, please do so 
and tell us what you find.


These fixes are coming, at least in theory - someone has to do the 
work. If you have a favorite bug you need fixed or enhancement you 
need, do the work yourself or pay someone to do the work (REBOL Consulting, 
perhaps). Changes go in as they are made, and they are made by people 
with priorities. If you have priorities too, act on them :)
Kaj:
4-Jan-2011
Yes, View, which doesn't work on headless servers - game over
Group: !REBOL3 Extensions ... REBOL 3 Extensions discussions [web-public]
Maxim:
9-Dec-2009
jocko,  yes and no.   ;-)  


Glass is going to be rebol code only, but its going to be based on 
rebogl, the OpenGL extension I am currently working on (as I write 
this).  Rebogl its going to be an evolutionary process, starting 
with simple high-level pre-defined primitives and colors and then 
will get more and more customisable (deformers, animation, textures, 
programmable shaders, etc).


I am still not sure how the Glass engine will evolve, but there is 
a good chance that it will be based on the scene graph technology 
I am working on for the Scream game engine.  This has the benefit 
that Glass can be used to build the interfaces within the games themselves. 
 But it most definitely won't require you to load a complete  (and 
inherently complex) 3d world manager, just to build a window with 
a form.  if possible, I'd like to have window masks, so that the 
3D forms can actually live like 3d models direclty on the desktop... 
so some of the nice 3d feature isn't wrapped within an OS window 
border.
Maxim:
10-Dec-2009
I know have added callbacks to extensions using a little hack with 
an intermediary dll I built, loaded by the host and any extension 
that needs to run rebol code.   so its fun to know that in the end... 
we already have ways to tailor the executable to what we need even 
when it officially doesn't support what you need.  :-)


obviously we can't do everything, but this little test is already 
nice.  right now I execute code when the OpenGL window is resized....

I will be adding events for mouse clicks and keyboard presses, so 
I can start interacting with the 3D rendered stuff.

yes... R3 is a completely different ball game than R2    :-D
Group: !REBOL3 Priorities ... Project priorities discussion [web-public]
Carl:
2-Nov-2009
So, here's a rough game plan...
Group: !REBOL3 GUI ... [web-public]
Pekr:
16-Dec-2010
Late to the game, but


as for A) - don't we have already tags? It could all be in the tags 
block, not in the new field. And if tags block is just flat, and 
those for states could collide with another flag names, we could 
use nested blocks flags: [ show? [visible]]. I see no reason why 
to introduce new field, unless from the speed reasons

Generally I like B) more, but:


I definitely don't like being dependant upon the size of 0x0? That 
seems really strange to me. Visibility state in the gob-tree should 
be imo independent from the size? E.g. look at Cyphre's code example:

button 0x0 "test" options [resizes?: true]

Do you really want to see code like that in the VID level?
Pekr:
20-Dec-2010
Henrik - if 'view is going to be overhauled, add 'unview to the overhual 
game too, please :-)
Oldes:
1-Jan-2011
Btw... the main problem I see is, that current R3 is not able load 
PNG24 image. If I would like to do own GUI, and or game in Rebol, 
I would like to use semitransparent images. (I know that there is 
a lot of people who don't like bitmaps, but I see bitmap usage useful). 
I can load any image to Rebol using ImageMagick, but that is not 
a way we want to go... IM is too large to be used as common Rebol 
way how to deal with basic images.
Maxim:
26-Jan-2011
but when a client tells me, I want this banner red, this one navy 
and this one black... I've stopped trying to convince them that its 
ugly, it just irritates them, and it inevitably leads to bad relations. 
   I will convey my experience and state that its not something professional, 
but in the end, the client writes the check, and I need to be able 
to push the bytes out the door.


there is no philosophy or ideology when you need to deliver and a 
tool can't turn around and be flexible.


I don't want to post stuff from other engines here since its not 
a comparison game, but I've used many APIs from prbably 20 different 
dev platforms, and everytime I use one which has an "unwielding" 
ideology where you can't modify things to make them do what you want... 
as a user, I get frustrated and I just look for something else to 
do and/or work on.   


good defaults, decent properties and backbone, clean style.  all 
the rest, open and hack.  I woudn't be a Reboler otherwise.

that's just my 2 cents.
Pekr:
26-Jan-2011
From Max: "I don't want to post stuff from other engines here since 
its not a comparison game, but I've used many APIs from prbably 20 
different dev platforms, and everytime I use one which has an "unwielding" 
ideology where you can't modify things to make them do what you want... 
as a user, I get frustrated and I just look for something else to 
do and/or work on."


And I say - Amen. Set it into stone, and you might wonder in the 
end, why you have no following. It is exactly the same reason most 
ppl are not able to understand, that no matter how logical it is 
to have the skin done as a last, R3 GUI did not get any following, 
because of the first look experience simply get's users not interested 
at all. And it was said here not jus by me. You can protest, but 
that is all you can do about it.
Pekr:
17-Feb-2011
Show me other basic allowign rather easy animations, sound, and game 
creation :-)
Maxim:
17-Feb-2011
their cow and camper racing game was hilarious  :-D
Cyphre:
31-Jan-2012
There is definitely 'something' in the R3 Core that crashes the interpreter. 
At the moment it is very hard to track it without the access to the 
sources or having the debug release of the R3 library. (ie. I was 
able to trace the crash using the debug release of hostkit exe but 
the trace ended in the 'hidden' dll part so the hostkit code seems 
to be most probably out of the game here)

 IMO it has nothing to with the graphics part(unless there are 2 separate 
 bugs ;)) as I was able to crash R3 when writing non graphical script 
 as well. The crash is very hard to reproduce as it occurs only with 
 specific form of the executed script. If you change some line or 
 even order of words etc. the script works just fine.

It looks to me  either some GC or other memory allocation leak issue 
and have suspicion it have something to do with the map! datatype 
(but this is just my feeling).
Group: !REBOL3 ... [web-public]
shadwolf:
26-May-2010
Here I come with a nuclear bomb Ask .... This document requieres 
Viewer Advise if upon reading those line your retina blow up I could 
not held responsible for that.


I was htinking of the possible logical reasons why rebol is  not 
used  widly in today's computing area.


First i can say  compared to other scripting language it's source 
code is not freely accessible.

Second I can say most of the script laguages use now in days is in 
a role where the script source code isn't available to read to the 
client.

And so most of those script use are around Webserver, server side 
so the scripts are hiden to the view of the consumer (the cleint).

And most of  the time when a company needs to broadcast a software 
to their customer (a game, a client software, etc...) then they 

need to hide their source code. So most of the time they use compiled 
or speudo compiled programing language.


On an ideologic side what rebol offers is  "take my blackbox but 
you have to broacast your software source code viewable for all" 

Personnally i like that part .... that's what allowed me to build 
most of my softwares and contribute to most of some of other ones
project.


But I perfectly understand that for the industry they need to hide 
their "know how". So they use java so they use what ever compiled 
language to hide their "know how" 

Next is the fact that most of the time companies choose a langage 
more for the extension related to their project than for any other 
consideration.

Compiled language are faster the script languages most of the time.
So my ask is could rebol be like java compiled like language? 


I'm not talking about rebol/SDK  to me fusing the VM binary with 
 the script and somehow hiding the script is not the right solution 
that's just a cheap way to 
achieve that goal and rebol deserves better than cheap ways.


My point is to have like java does the need to go to the rebol.com 
and install the REBOL runtime environement  -> That strategy 1 rule 
1 modo 1 in spreading your technology 
Why sun Java and  Microsoft .NET  does it and rebol not ? 

And there we fall to what Carl noticed and shared with us some years 
ago while initiating the R3 projet  wich was  "Administrators on 
IT companies doesn"t knows about REBOL so when they see it they kill 
it from running tasks" 

Maybe the whole R.E (runtime Environement) thing was made to make 
most of the people look at the juava or .net dedicated websites and 
so be informed of what is jvm or what is netvm. At taht time when 
CArl tried to talk about us with that the solution Carl proposed 
was -> "Lets change rebol names" and  my reply was cold "If people 
after 6 years don't know rebol they won't know better anyother name 
the problem so i not the name is the way we spread the information". 
So in a way a runtime environement is the best way to populate your 
idea without investing to much.


Next thinking is about the compiled / speudo compiled is faster than 
any possible scripting language.
FASTER ????  IN WHAT ?  those are the questions ...

Most of people whould reply faster in execution ... Ok bu if i remamber 
well what i learn at school (yes i went to school stop laughing ...) 
before running a binary program you need to build the script ...

and that's where most of the work time is bruned up and where the 
need of a IDE (intergrated Developement Environement) is needed and 
most of the time those IDE ends up in being a Click and feel the 
form ... wich is adding a complexity layer instead of simplifying 
the scriptiing. Intents like small talk for example that push this 
aspect to it's core limits were hum not widely accepted as a suitable 
way to build software. Mainly because they make nearly impossible 
to extend easyly their selfves in comparasion of  other compiled 
languages.


So we are then saying rebol is the fastest way to build applications 
in the world. It's a ight weight very well though scripting langages 
with alot of possibilities.

Most of the time in one line of rebol you do as much as  tens of 
lines in any other languga (or even more) and that's because in my 
opinion rebol doesn't need a heavy script 

grammar to exist.   But you can stil make an IDE to help organise 
your work and speed it up and make it easyly more cooperative. But 
this is not the part we are discussing.


So in fact what really  matters in comuting area is less the time 
you spend building you application than the need to hide your 'how 
I did it'  and to then have the closest possible level to your hardware 
for your software. 


And for that my friends rebol need to be speudo compiled able. And 
maybe the step further java in our industry is to have a keep it 
simple language hiding your industrial secrets but allowing you if 
you want to share your work in full view full access like it's actually 
the case. Some will say to me  yes but  with R3 we have new extendsions 
so the industrial secret can be hidden in that layer. that's right 
but then you don't do rebol anymore you do C and what id the purpose 
of embeding rebol into a complexifed C layer ... C layer is to extend 
our language capabilities the fastest way but not to make the need 
of our language to desapear ... Because in the end what we want to 
promote is REBOL  not C language....


It's a long post I'm sorry for that  but I'm thinking about it since 
a long long time and tonight i feeled like sharing those thoughts
shadwolf:
17-Jul-2010
CARL what about -12.244x-12.21 matrix don't negative floating  numbers 
deserves their own pair! too ? ( if we are loosin time in stupidity 
why not playing to game to the core ?)
shadwolf:
17-Jul-2010
CPU are not feated with matrix computations because the industry 
decided that matrix area was such a big thing that they needed a 
spécific library and a specific hadware extensivly optimised to perform 
those computations. and so the GPU accellerated enhanced for opengl 
and DirectX is born.... Now in day the industry use most likely the 
DirectX because  well 90% of the personal computers are windows and 
that 100% of them support DX so 100% of the sold PC games are done 
that way... And that allow to cut cost when another company like 
unreal tech for example make a game engine you buy it and you save 
alot of time and monney the only thing you will have to do then is 
to create the specific IHM for your game and all the visual /audio 
content. then your project  time spent is shorted by 2 or 3 years...
shadwolf:
17-Jul-2010
since unreal shows you can do blasting High definition photorealistic 
close to the perfection 3d real time rendering engine with DirectX 
then the other will say ok we need our own DX engine cause DX is 
the only one able to do this ... Then you have the GPU founders that 
will say ok since the game industry wants and need DX then we will 
enclose in our harware GPU alot of  optimisations for DX ... or even 
the next DX version noone use now in day .. buuuuut we will be ready 
!
shadwolf:
17-Jul-2010
game industry is a 90 billon dollars market ...  if rebol can be 
used to solve most ot the coding problems there i would say why not 
?
GrahamC:
26-Oct-2010
we can play this game all day
BrianH:
3-Nov-2010
Trying to game the system, Kaj? :)
Oldes:
6-Sep-2011
I used REBOL to build Machinarium game for iPad2 which should be 
released this week:) And I can swear that without REBOL it would 
not be possible although this version is coded in ActionScript 3.
Group: Power Mezz ... Discussions of the Power Mezz [web-public]
Gabriele:
21-Dec-2010
My approach was, instead of doing what many others do (try to remove 
things from the HTML that are known to be "bad", eg. use regexps 
to remove anything that starts with "javascript:" or anything between 
<script>...</script> etc.), was to only pass what was known to be 
good, and ignore everything else. This is a bit more limiting but 
I consider it to be safer (you don't have to play a game with attacker 
where every time they find a new vector, you have to add it to the 
"bad" list).
Group: !REBOL3 Host Kit ... [web-public]
Cyphre:
5-Jan-2011
Also there is significant amount of testing/work that needs to be 
done and my time is limited. But I personally plan to get back to 
it during this year but have no high priority for that unless R3 
will be ported to some other interesting devices (game consoles, 
smartphones, tablets etc.).
Group: Core ... Discuss core issues [web-public]
Steeve:
3-Dec-2010
If you give us your actual script we can find some improvment rooms. 
Despite beeing lazy, we are not bad at such game.
Group: Red ... Red language group [web-public]
Kaj:
12-Feb-2012
Ah, that's only supported in import functions, I think. That's why 
I handle them as integers everywhere, but then you can't call it 
as a function. So game over
301 / 380123[4]