• Ptsf@lemmy.world
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    1 year ago

    Isn’t it all unicode at the end of the day, so it supports anything unicode supports? Or am I off base?

      • thevoidzero@lemmy.world
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        1 year ago

        I thought the most mode sane and modern language use the unicode block identification to determine something can be used in valid identifier or not. Like all the ‘numeric’ unicode characters can’t be at the beginning of identifier similar to how it can’t have ‘3var’.

        So once your programming language supports unicode, it automatically will support any unicode language that has those particular blocks.

          • toastal@lemmy.ml
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            1 year ago

            OCaml’s old m17n compiler plugin solved this by requiring you pick one block per ‘word’ & you can only switch to another block if separated by an underscore. As such you can do print_แมว but you couldn’t do pℝint_c∀t. This is a totally reasonable solution.

      • lad@programming.dev
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        1 year ago

        Yes, but it still is about language, not game engine.

        Albeit technically, the statement is correct, since it is more specific.

    • Faresh@lemmy.ml
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      1 year ago

      I think they exclude some unicode characters from being use in identifiers. At least last I tried it wouldn’t allow me to use an emoji as a variable name.

        • Faresh@lemmy.ml
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          1 year ago

          That code was C++ or something like that. Not GDScript.

          I tested this on Godot 4.2.1. You can write identifiers using a different writing system other than latin and you are allowed to have emojis in strings, but you aren’t allowed to use emojis in identifiers.