Finally, a reasonably-complex scene that makes some amount of sense. I've made my first ship in Welder! It only took about 5 minutes. Obviously it's nothing great, but I really am loving how expressive the language is even without advanced intrinsics and operations. It really helps that everything compiles and updates in real-time (without restarting the application), so that I can see my changes as soon as I make them. That's really nice for iteration - I can literally have feedback on a tweak in under a second. Great stuff!
Here's the code:
You can see my very liberal use of the language's ability to embed arbitrary expressions in any parameter that expects a numeric value. This makes writing complicated, inline formulas a breeze! I also make heavy use of the power operator (^), which is much faster than writing powf(...), as one would do in c++. Finally, just for demonstration purposes, you can see a function call in the nested extrusion code.
Oh, and I changed extrusion so that the radius is returned via an actual return statement, rather than "set r ...". This makes it dead-simple to create an extruded primitive (it literally takes 5 seconds to make a cylinder).
I'm really glad I chose to explore the programming language route! I have a feeling that this rapid iteration is going to lead me to a good place in terms of the scene geometry :)


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