I just realized something..

I come from making games with algols where queuing animations used this awkward kind of setup:

.then(() => {}).then(() => {})

Even back then it felt shitty to work that way but it was all I ever known, and over time I'd read about continuations, or stringing along an env variable, fussing with callbacks, it was just all bad, but you learn to live with it.

In catlangs, animation is absolutely seamless:

this then that

It is a valid way of sequencing animation functions because the atoms of a catlang can be concatenated. It's the ultimate scheme for doing gamedev animation in my opinion.

Anyhow, You wouldn't NAME a VARIABLE.

@neauoire Some years ago, a friend of mine made a JavaScript based version of a language that had Orc's parallelization operations included. Your example reminds me of that a little.

Of course, the focus was different, but the UX nonetheless was better.

Imagine a block in which things get done in parallel, until the first one finishes. The others get cancelled. E.g.

firstOf {
Get(first_url);
Get(second_url);
Get(third_url);
}

The "then"...

@neauoire ... part is just what follows the block, and so is just as intuitive as if I/O was blocking.

My TL;DR is at any rate that there are a lot improvements to language UX that we need to experiment more with.

@jens Your friend would have liked Occam on the Transputer : )
@neauoire I'm pretty sure, yeah!