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I've created a few interpreted languages over the years: 1) A C and Lisp hybrid called "Frame" that was an expert system development language; it looked like C but ran like Lisp, with functional programming like code modification capabilities. Created over an 18 month period around 1988, with lots of statistical and 3D rendering capabilities. For proof of concept, it had an accounting system built with it, which generated 3D cash flow animations for analysis purposes. After that I wrote a bunch of "agent AIs" with it as back then AI was all about actors and agents. 2) At Philips Media during the early 90's I wrote the ASLAN documentary production language, which enabled a team of people to create Ken Burns style documentaries. This was a "distributed language" with different people operating in different roles having different syntax for their portion of the overall documentary being created. Audio people, video editors, screenwriters, other coders, graphic artists, and 'builders' all had their scripts that when combined and executed, would produce a ISO disc image that was a "cut" of the documentary. I ended up being the production engineer for 13 documentaries, which we repeated in 8 languages. Philips also sold ASLAN to other production companies, which I then supported their use. 3) At Sennari Games, under contract to EA, I wrote the front end UI and control language for all the Tiger Woods PGA golf titles. This was maybe '94? It was the first Tiger Woods Golf, which was then ported all over the place. When I checked back 10 years later, they were still using it for golf game front end UIs.

I seem to make mini-languages quite a bit now. I operate as an integrator between logical systems of complex software. I've found mini-languages, often nothing more than a macro text replacement engine, is all that is needed to enable fluid integration between vastly different technologies. The KISS principal 1000%.



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