I and a colleague have been looking a little bit at using Nimrod [1] as a game language.
Nimrod is pretty amazing — it's expressive and flexible (eg., type inference lets you omit types in most places, to the point that much of your code ends up looking like Python), and it's just amazingly fast, but not at the expense of ease of use.
What makes Nimrod particularly suited to game development is that it's designed to integrate well with C. Nimrod compiles to C, and the generated C code provides the necessary bindings so that you can easily call Nimrod functions from C without an intermediate translation layer.
In almost every way, Nimrod is the "speed of C/C++, ease of Ruby" replacement that we have been looking for. Go's performance has been too disappointing, while Rust is a wee bit too complex. Nimrod feels just right.
Very interesting. I'm currently still a bit enamored with Go as it allows me to be very productive and makes deployment, cross-compiling and concurrency such an absolute dream. The performance tradeoffs have been rather good to me I find, it's very speedy for the tasks I try to use it for (almost all of them web-based). But if Nimrod is better... well I can't be sad about that!
Nimrod is pretty amazing — it's expressive and flexible (eg., type inference lets you omit types in most places, to the point that much of your code ends up looking like Python), and it's just amazingly fast, but not at the expense of ease of use.
What makes Nimrod particularly suited to game development is that it's designed to integrate well with C. Nimrod compiles to C, and the generated C code provides the necessary bindings so that you can easily call Nimrod functions from C without an intermediate translation layer.
In almost every way, Nimrod is the "speed of C/C++, ease of Ruby" replacement that we have been looking for. Go's performance has been too disappointing, while Rust is a wee bit too complex. Nimrod feels just right.
[1] http://nimrod-lang.org