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DakeDesu

ECMAscript implementation

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Hmm... I've been kicking around the idea of implementing ECMAscript for a little while now. Right now there are two plans for it... the second one needs more colaboration with somebody else I know. Anyways the main one I can look at right now is for what most people on here dread me talking about, AKA the Legends engine. Right now I plan to use three languages for the Legends engine. One is called KRIMINAL, which is an open source and somewhat improved version of KRIME. Well, the text based parts anyways. KRIME is short for "Kid Radd Internal Mapping Engine" and is used for laying out game levels. The second one is Lua, which will be used with CRAPI or te Characterisation of Radd API. The purpose of CRAPI is to try to remove as much of code from the game and put it into the PCs, NPCs, Items, Bosses and Baddies. This mostly to stick with Kid Radd cannon ( http://www.kidradd.com there, I gave the link yet again, please don't claim I didn't give it when I have numerous times). Then for scripted events I was planning on going with ECMAscript. This mostly because I don't want to allow code to get messy with code mixing between CRAPI and scripted events. Any suggestions on implementing ECMAscript?

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First off, while this may be off topic... why did you choose 3 different languages for handling your engine? mucho on the overkill in both implementation and the amount of learning anyone using your engine will have to expiriance. Why not just lua? or just an emca-script based language.

As for your implementation of ECMA-SCRIPT (which IMHO is one of the best language choices which noone ever mentions, due to ease of learning, and the fact that any person who has ever touched code in their life has experiance with a brand of), most people just mold it to fit exactly what they need. For purposes of a learning curve I would sudgest keeping it close to javascript or actionscript due to the familiarity issue, and just create namespaces and/or classes which contain engine control.

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Guest Anonymous Poster
You should be able to find various ECMAscript-oriented scripting interpreters if you do a search (freshmeat/sourceforge & google), there are really plenty of good alternatives, thus there's only rarely the need to really start from scratch, usually you can reuse lots of code.
If you check out the open source flight simulator project Flightgear, you'll also find that it features an integrated scripting interpreter called "Nasal" (Not Another Scripting Language) and it's basically pretty ECMAscript oriented, thus it used syntax pretty similar to javascript.
The interpreter itself is also available as a standalone library and can be easily used with other projects, too-the source code itself is pretty tight, too (the original version was <

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Quote:
Original post by PaulCesar
First off, while this may be off topic... why did you choose 3 different languages for handling your engine? mucho on the overkill in both implementation and the amount of learning anyone using your engine will have to expiriance. Why not just lua? or just an emca-script based language.


Well in that case I'll dump the Lua part and allow for CRAPI extensions to ECMAscript. However KRIMINAL cannot do the things ECMAscript can, and ECMAscript, while it can do what KRIMINAL is being planned to be able to do, ECMAscript cannot do it as well as KRIMINAL as it is what KRIMINAL specialises in. KRIMINAL is not so much a scripting language as much as a layout or level design language.

Think of this union like one between XUL and ECMAscript. If XUL was not necessary in that case, it would not have been created.

-=-

But yeah, I'll look at Freshmeat for ECMAscript implementations.

Thanks guys.

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Guest Anonymous Poster
http://www.cs.unm.edu/~cello/jsgen/

It's like luabind for spidermonkey.

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