No. It is a fairly static language, with whole program compilation and optimization. The dynamic loading the parent refers to is like a new VM instance, very different from class/function (re)loading.
Even though this just showed up on HN (for the 10th time?) the Lobster project started in ~2010. No LLMs on the horizon back then.
And while Lobster is a niche language LLMs don't know as well, they do surprisingly well coding in it, especially in the context of a larger codebase as context. It occasionally slips in Python-isms but nothing that can't be fixed easily.
Not suitable for larger autonomous coding projects, though.
While Voxile has off-grid blocks of voxels for monsters etc, it is much more serious about being on-grid for everything else. The entire world is entirely on-grid, single size voxels, you can only place aligned objects, and rotate in 4 directions. These voxels only every exist as voxels, never as polygons.
In contrast with most voxel-looking games, which are actually meshes converted from voxel inputs, placed at arbitrary locations with arbitrary scale.
When I started this project, I actually prototyped what it would take to have moving objects in-world as aligned voxels, but the animation was too jerky and it was too limited. Would have been an interesting "style" suitable for some games (strategy games?) but none with fast paced realtime combat.
Lobster is meant to be a more high level language than Rust, so encoding what you want 99% of the time in the type made sense. It also makes it easier for people to read, knowing that common types like int2 are always by value.
That said, it be easy to have annotations to force the other use case, just so far that has not been needed :)
It's not intended to be a Minecraft clone.. if you look a bit closer than the initial visual impression, you'll see there are many differences in gameplay.
As for the rating, yes we had a rough initial launch, but we're fixing all these things. Note that it is 65% out of only 63 user reviews, so statistically not set in stone yet.
I admit this was mostly out of simplicity/convenience/familiarity.
If you're a Rust person, you'll appreciate that Lobster lets you use similar exhaustive switches to Rust's enum instead: https://github.com/aardappel/lobster/blob/master/tests/types...
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