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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Tue Jun 17, 2003 12:38 am Post subject: Would a scripting system qualify? |
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Hi! I'm new to RPGDX, and I was wondering: is a Virtual Machine style scripting system qualify as a project for the "engines" category? I noticed there was a graphics editor source code project there, which IMO is less RPG related than a scripting system, but I thought I'd ask anyway.
The VM is mainly intended for scripting RPGs, although it could really be used to do just about anything (well, that's what I've envisioned anyway). If you're not sure if it would qualify, you can check it out at http://www25.brinkster.com/zilvercomputing/interaktiv/vvm.htm
So, would this qualify or not?
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Tue Jun 17, 2003 1:06 am Post subject: |
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Quote: | The VM is mainly intended for scripting RPGs |
- I would say so, since most RPGs use a scripting system of some sort. Angel Matrix Plus is also going to be a Virtual Machine style scripting system primarily for RPGs (more-so for MMORPGs). Good luck with that. _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Tue Jun 17, 2003 2:39 am Post subject: |
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Well, I added the VM, if anyone think's it doesn't fit in, they'll have to tell me. The VM is the first part (and probably the one which will get the most maintenance) of an experiment I am doing; I'm going to design a game engne, piece by piece and then glue it all together and make a small demo RPG. This would allow for some pretty good code reusability. _________________ http://www.weeaboo.se
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue Jun 17, 2003 4:02 am Post subject: Re: Would a scripting system qualify? |
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Valderman wrote: | I noticed there was a graphics editor source code project there, which IMO is less RPG related than a scripting system, |
Thats my project!
Ouch! less RPG related? a graphics editor for qb rpgs? well.. whatever.
I wanted to release the code, for newbs to have / learn from.. anyway,
It was intended to be RPG related.. but so what!? It's useful, and its now available to anyone! Many thanks to Bjorn for letting me upload it. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Tue Jun 17, 2003 9:31 am Post subject: |
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Yeah, the engine section is fine. There should be an "other" category soon, but I think a scripting system should go into "engine" anyway.
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Wed Jun 18, 2003 3:11 am Post subject: |
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Now if you implement a simple language and compiler I will be very impressed. Because thats what I was thinking about doing....
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Wed Jun 18, 2003 5:09 am Post subject: |
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- On what, the whole Virtual machine thing? Pssh, I did that in QB. It was no big deal. Making an Object-Oriented version of it, however... that will be fun.
- I know one thing for certain... function pointers will make my life a hell of a lot easier.. _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Wed Jun 18, 2003 11:22 am Post subject: |
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An Object-Oriented language? I think that'd be a bit overkill.
I'm aiming for a C-like language. So far, there's only an extremely inefficient assembler (only for testing) on the compiler side, though. I want to get them VM itself fast, working and mostly bug-free first, so I don't have to debug both the VM and the compiler when something doesn't work. _________________ http://www.weeaboo.se
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Wed Jun 18, 2003 7:40 pm Post subject: |
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- The object-oriented part is to primarily allow the scripter to create their own "virtual" classes, such as for AI or whatever... and also allow them to interface with a class that they have written into the actual hard code. _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Wed Jun 18, 2003 8:08 pm Post subject: |
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That's an interesting idea, although I probably won't add it, since it sounds like it would be damn hard to implement. _________________ http://www.weeaboo.se
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Thu Jun 19, 2003 1:40 am Post subject: |
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- Not at all. Actually, it's very easy. I have already written up the documentation for how to generate and treat classes.
- Oh, and I really, really want to play with a function pointer or two.
*drool* _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Thu Jun 19, 2003 12:01 pm Post subject: |
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Quote: | - Oh, and I really, really want to play with a function pointer or two. |
Then just go ahead and use them, what's the big deal? _________________ http://www.weeaboo.se
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Thu Jun 19, 2003 6:33 pm Post subject: |
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- I'm going to. I am just looking for the right spot to use them. _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Thu Jun 19, 2003 9:16 pm Post subject: |
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I'm using them to call DLL frunctions from within scripts. _________________ http://www.weeaboo.se
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