Jump to content
  • Advertisement
Sign in to follow this  

Scripting and tasks...

This topic is 5469 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

While thinking about the Enginuity kernel and a scripting engine, I came across an interesting problem. Scripting engines should be multitasking, and my understanding is that something like this: Script s1 = loadScript( "1.script" ); runScript( s1 ); Should wait until the script finishes executing before returning. The script should also be able to load scripts, which makes for the multitasking part. However, the problem I am contemplating is that, normally, you would do the above, but with a kernel-based (task-based) system, you would have to create a task for the scripting engine, and run the script in pieces. That brings problems, like how big should the pieces be? I still want the same functionality of both systems (i.e. linear programming w/the script, automatic video/audio/input update from the tasks), but a major problem is, the script will slow down as each frame gets more complex. The framerate won't be affected, because the pieces are all the same, but the script will start doing actions slower, etc. get what I mean? So what would be an effective implementation of this? It should be possible, judging from some engines I have used that have this kind of functionality. Does anyone have any idea about how?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!