@eniko I hate it when the children don't jump.
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Foone🏳️⚧️ (foone@digipres.club)'s status on Sunday, 29-Sep-2024 04:13:42 JST Foone🏳️⚧️ -
Eniko | Kitsune Tails out now! (eniko@peoplemaking.games)'s status on Sunday, 29-Sep-2024 04:13:43 JST Eniko | Kitsune Tails out now! i'm less sure about this next bit but i realized for a logical or i wanted to treat both sides as their own thing with their own plugs
the problem was nested logical ors would create redundant jumps no matter what i did. the critical bit here is `new ControlDest(truthy, truthy, default)` which creates an invalid control destination but still carries information about where to jump for truthy cases
this means children don't jump when evaluated, but the truthy label is passed along, so the left hand side of a logical or can still jump when plugging, by setting the false label to nothing while keeping the true label, which makes it a valid control destination again
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Eniko | Kitsune Tails out now! (eniko@peoplemaking.games)'s status on Sunday, 29-Sep-2024 04:13:44 JST Eniko | Kitsune Tails out now! just had a breakthrough. so on this slide (page 44 of the V8 pdf for those of you following along at home) what it's trying to express is the following:
fallthrough can be truthy, falsey, or neither. if fallthrough is truthy, you want to fall through if the condition is true, so you test for false and jump to false
if fallthrough is falsey, you test for true and jump to true
if fallthrough is neither, you first test for true and jump to true, otherwise jump to false
this was not well explained at all but critical for figuring out how to make things work >_>
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Eniko | Kitsune Tails out now! (eniko@peoplemaking.games)'s status on Sunday, 29-Sep-2024 04:13:45 JST Eniko | Kitsune Tails out now! so turns out that destination-driven code generation is really easy until you have to deal with branching and then there's really nowhere that actually explains how it works except for the original academic paper which is too heavy on the math symbols for my little brain
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