Hova: A DSL for Declarative Game World Description
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Hova: a small DSL for describing worlds (early projects)
Gabriel Xavier has launched Hova, a new Domain Specific Language (DSL) focused on describing game worlds and their structures; the project is currently available on GitHub. Hova aims to separate world design from engine implementation details, outputting a neutral JSON format.
Why This Matters
Traditional game development often intermingles world design with engine-specific code, creating tight coupling and hindering portability. This leads to significant rework when switching engines or tools, potentially costing thousands of developer hours and delaying project timelines. Hova addresses this by providing a dedicated language for world definition, promoting engine agnosticism.
Key Insights
- DSL Focus: Hova specifically targets world description, excluding game logic or rendering.
- JSON Output: Hova compiles to a neutral JSON format for consumption by various tools.
- Engine Agnostic: Designed to work independently of any specific game engine, like Unity or Unreal.
Working Example
anvil Shapes
atomic
atom visual : "minimal"
atom hideConfig : "on"
end
ore Square
spark sides : 4
end
ore Triangle
spark sides : 3
end
end
{
"Shapes": {
"atomic": {
"emit": "json"
},
"Square": {
"sides": 4
},
"Triangle": {
"sides": 3
}
}
}
Practical Applications
- Game Studio: A studio could use Hova to define levels and assets, then import the JSON into their proprietary engine.
- Pitfall: Overly complex DSL syntax can hinder adoption; simplicity and readability are crucial for developer buy-in.
References:
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