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Posted 07 November 2001 - 01:10 PM
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Posted 07 November 2001 - 03:58 PM
Original post by Redleaf
Oluseyi, I think he''s more interested in writing something educational regarding the creation of something new, regardless of whether or not there is already something capable of doing the job.
Posted 07 November 2001 - 05:24 PM
Posted 08 November 2001 - 12:59 AM
Posted 08 November 2001 - 06:39 AM
Original post by Dire.Wolf
1. What general concepts would you like to see in a game scripting language? Things like strict-typing, classes, exceptions, ability to call native C/C++ methods etc.
2. What kind of game would you like to see a scripting language incorporated into? RPG, RTS, TBS, FPS etc.
3. Would you like to have a virtual machine and therefore a compiler that would turn your code into byte-code or should the language by interpreted?
4. What variable types should the language support? Examples, integers, floats, strings etc.
5. Would you like to see native support for threads and synchronization?
6. What about incorporating the notion of "events" and "state", very much like UnrealScripts implementation?
Posted 08 November 2001 - 06:47 AM
Original post by Oluseyi
Continuing the trend of positivity, I''ve never been much enamoured of creating new tools for old jobs that are more than adequately executed with existing ones.
My point is that there are a host of scriopting languages available;
why not devise a general methodology for embedding any of them into applications?
It would be a sort of switchable/componentized backend that would allow end users to script the application in the language they find most useful/convenient and the application to support it.
Properly defined, the "scripting framework" would be extensible, simply requiring a parser/interpreter to produce output in a certain form and conform to a specific set of guidelines.
Posted 08 November 2001 - 06:48 AM
Posted 08 November 2001 - 08:32 AM
Original post by Mayrel
I don''t know, why not? In fact, if you don''t like to reinvent the wheel, why not use a methodology that''s already been created? GUILE? COM?
Of course, using existing scripting systems is all very well, but not very good from a ''how to write your own scripting language article'' point-of-view.
Posted 08 November 2001 - 12:46 PM
Posted 08 November 2001 - 04:23 PM
Assertion: RPC syncronous
Assertion: RPC high-latency
Assertion: Application-syncronous STA fPoS
Conclusion: RPC the suck and die!
Posted 08 November 2001 - 04:41 PM
Posted 09 November 2001 - 02:59 AM
Original post by Magmai Kai Holmlor
I don''t think the ability to call native C functions is all that important in a scripting language.
You shouldn''t be trying to write code with script - the overhead of LoadOP, ExecOP is greater than the total time to execute most functions, so performance on that level can''t be a concern.
It''s much more important that the VM is efficently implemented.
What will the scripting language be used for?
Puzzles? (game logic I guess)
What constructs do I need to easily implement those uses?
State-machines, neural-nets, & seperate modules of execution.
Consequentially you need to pump-events. Could use pre-emeptive threading, don''t have to. State-machines need to be able to send events to other state-machines, including ones in other scripts - perhaps even ones other machines (that takes of the RPC problem).
How do I tell the scripting language about my game?
By exposing a standard interface that enumerates type-information about the other objects in the game. (feature godlike, code-completion, easily implement)
How do I manipulate a game object from script?
By calling methods exposed in the enumeration step. A minimal amount of code should be written in scripts. Their focus should be on controlling game logic.
Posted 09 November 2001 - 03:10 AM
Original post by Ut
I''d like to see a discussion of how latent functions are implemented.
Posted 09 November 2001 - 04:16 AM
Posted 09 November 2001 - 05:55 AM