It would be nice to have screenshots. Also it’s just a single commit, did you use AI? Quoting the readme: “FPS.cob is what you get when you decide that game development is too easy nowadays”.
It’s also OK to be turned off by AI use in hobby projects and it is also OK to prefer disclosure of the use of AI in projects so I can make that choice.
As a few people have asked for screenshots, I spun it up. Here's a video of the basic gameplay: https://peterc.org/misc/fpscob.mp4 .. it's clunky, but it does play.
I had to get into an old tcl program for work recently and had the same thought. I wouldn't necessarily pick it today but it was kind of nice in a way that's unfamiliar to me from modern development.
https://github.com/icitry/FPS.cob/blob/497867bb6827bcfc32d50...
If someone wants to have fun in COBOL, let them have fun in COBOL.
If it’s agentic fun, that’s cool. If it’s an interest in the language, that’s cool. It’s not like you have to have an ROI for a fun side project.
https://github.com/icitry/FPS.cob/blob/main/fps.cob
But tcl 7.x and before was a pure string-based language. Everything was essentially a eval(). People would hit syntax errors on production code.
Fun, painful times.
The flip side: the interpreter is super simple and fun to write.
There are under-the-hood optimisations to make it less insanely slow but that only affects performance.
Tcl is a cool hack (the interpret is simple to write) but it's insane to actually use it. I wish the EDA industry would realise that.