56,000 lines of DOOM, in a language I made up

I built bet, a programming language with slang keywords but a serious LLVM compiler, as a contained experiment to finish a project without research. By relying on AI agents for implementation while I acted as the architect, I successfully ported the entire 56,000-line DOOM game. The result is a self-hosting language that manages memory with arenas and runs the original game bit-for-bit identical to the C version, proving that a joke can be a serious, finished tool.

A language that only works at the level of syntax is really just a costume.
  1. andai

    Excellent. At last, I can I confess a far worse crime.

    Late 2020, pre-AI, which I'm not sure if that makes it better or worse...

    #include "uwu.h"

    #include <stdio.h>

    iwint main() stawt

    iwint owo is 5 yiff

    fuw (iwint uwu is 0 yiff uwu smol owo yiff uwu incwease) stawt

    owo is owo wif uwu yiff

    spweak nuwumber_fowmat, owo spwake yiff

    stawp

    stawp

    --

    // uwu.h

    #define is =

    #define yiff ;

    #define stawt {

    #define stawp }

    #define fuw for

    #define iwint int

    #define wif +

    #define wiffout -

    #define smol <

    #define larg >

    #define incwease ++

    #define spweak printf(

    #define spwake );

    #define nuwumber_fowmat "%d\n"

    Obviously this one also runs DOOM ;)

  2. bentt

    This is a good example of where it’s important to be more up front about the role of AI in the making of a thing.

    Making a language that compiles through LLVM is no small task and takes a lot of expertise. Most of the time people do it because they have a point of view and are highly technical.

    Making a joke language via AI is an entirely different exercise. Not without value but not the same, especially when evaluating what it means about the author.

  3. Retr0id

    It's cool that AI lets you cheaply experiment with language design, but I wish people would stop using it for the writeups, too.

    Buried near the end is a mention of per-frame arena allocation, which is an interesting idea for a game engine (although not a novel one).

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