From Castle Game Engine: link to original post

A big personal news from me is that I switched from using Emacs for almost-everything-I-do-on-computer to VS Code about a month ago. There have been a few reasons (yes, including this). I was exploring VS Code already, finally decided to see what happens if I try to use it for everything and now I’m happy with the switch. No big miracles happened, but I feel various things work in VS Code better out-of-the-box than my heavily-customized Emacs ever could. I hope that my clone in an alternative reality will maintain my ~20 years worth of Lisp code
For Castle Game Engine, this sparked some small improvements that will likely benefit everyone who prefers to use general text editors (whether VS Code, Emacs, or Vim).
-
I extended our VS Code manual, as I explored how to configure it best.
I updated in particular how to configure VS Code “tasks”, such that pressing F9 basically does what it does in CGE editor: compiles and runs your project, letting you observe logs.
I’m also looking forward to implement a dedicated Castle Game Engine extension for VS Code (and VS Codium) that integrates our LSP server (with CGE settings), and defines useful CGE-related tasks out-of-the-box.
-
I improved our build tool with additional option (
--windows-robust-pipes
) useful for integration of build tool in any external tool (like VS Code) on Windows. -
I was also doing improvements to our Pascal LSP server, both for Emacs and VS Code and other text-editors. The server is now easier to configure, it auto-detects OS, CPU and fixes eventual setting of
OS=windows
(towin32
orwin64
).
You must be logged in to post a comment.