If you leave out the parentheses, it becomes a command rather than a function and doesn't return a value. It's like the difference between PUSH and POP().
Is the underscore just a garbage variable to assign return values to? It might be a bit better to make _me a command that doesn't return any values.
Also, out of curiosity, how is the current instance specified?
I'm currently working on one, but it may be a little while yet before it's ready for release. I'm coding a game to go along with it so I can decide what capabilities I want to include (and also to give example code and show what it can do).
You should be able to find it from the SPDEF tab in the main SMILE tool. Default sprite definitions may reuse the same graphics with a different flip parameters for easy animation, so a given sprite graphic may correspond to multiple definitions.
It's a new raycasting engine made from scratch, it runs much better than PTC and with much higher detail. (This screenshot is not a good indication of the texture detail allowed.) I plan to make it a library for other programs to use.
I'm using a New 3DS, and I'm getting a little over 30FPS at maximum rendering quality (casting 400 rays, i.e. the full horizontal resolution of the screen). Turning the quality down to 200 rays, as in my previous post, gives a bit over 60FPS.
An implementation of a minheap. Starting with an empty array, you can push values whenever you want, and popping will remove and return the smallest value in the heap. It runs in logarithmic time, so a heap with a million elements needs to loop at most 20 times! These functions work with any type of array, including strings.
Well, it's more of a graphics engine than a game engine, and it would probably be closer to call it a library. I certainly intend to make it usable in games, though.