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Unity Script Languages: What are the basics?

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I'm going to code a robot friendly script language, that is not designed for speed or great flexibility, but for sheer compiled size. In other words, I want the compiled programs to be small. I wanted to know how much you can reduce a language to it's basic constituints, before it becomes inpractical. I know we all need our if-then-elses, our gotos, etc... Where can I find info online regarding this subject? [ Visit My Journal ]

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Assuming your robot runs it's own bytecode, then the more bytecodes you have the smaller your code can be. For example; you could implement an if else with jmp and cmp, in several instructions, or with a more specific single instruction.

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Guest Anonymous Poster
http://www.muppetlabs.com/~breadbox/bf/
???

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Quote:
Original post by Anonymous Poster
http://www.muppetlabs.com/~breadbox/bf/
???
BF code has few instructions, but it isn't by any means small. At the very least, if you use BF, you should probably allow some kind of run-length encoding, such as having bit patterns 0000-0111 be the various instructions, and 1000-1111 be a instruction + repetition pair (4 bit instruction, 4 bit repetition count for counts of 0000=2 to 1111=17). Even then, I'm not sure it's optimal compared to more traditional instruction sets (especially if you make speed or flexibility secondary considerations instead of just forgetting them).

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Look into Forth, most implementations generate code smaller than Assembly. You can check out pbForth, an implementaion for Lego robots: http://www.hempeldesigngroup.com/lego/pbForth/homePage.html

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if your interested in writing your own, then Alex Varenese's "Game Scripting Mastery" is an excellent introduction to the topic of both high-level and low-level compiler/assembler theory, as well as virtual machine design and implementation. That comes highly recommended from me for what thats worth :-) The obvious choices for "drag and drop" scripting languages that can be inserted into your existing project are probrably tcl, Python or Lua.

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The best strategy seems to be to design an assembly sort of language that you can convert into byte code (via an assembler), and then write a high-level language compiler (optional) that can compile from high level constructs down to your low-level assembly language. This way you can get the option to write in high or low-level scripting language, and also if your not getting the speed you want from your compiler, you can always do it by hand :-) You can write out a byte per operation more than likely (you wont need more than 255?), with space for a few operands per operation which can be variable by writing out another byte. With regard to online reading, you can get e-books of the dragon book, which goes into compiler design, hash tables, etc. All the good stuff you'll definately need, but that book I mentioned is definately worth getting out the library or buying.

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