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Razor-X
Pretty, Pretty Fairy Princess


Joined: 12 Jul 2003
Posts: 13

PostPosted: Fri May 28, 2004 12:43 am    Post subject: I'm ALLLIIIVE [quote]

Well... yah... by the subject title you can tell about the subject of the post (or should anyway). Our new forum has reinstilled morale in the members (that and Summer Break is coming soon). We have a secret project coming up and another possible project in the works which won't be under too much wraps. So visit the new Venosoft people!
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Fri May 28, 2004 1:49 am    Post subject: [quote]

Once you get enough of that design doc done, try to condense it into a publicly releasable version (that means no spoilers).

::EDIT::
I'm working on the scripting engine theory right now. I'll post full details in the admin forum.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Fri May 28, 2004 7:43 am    Post subject: [quote]

Always nice to know something good might be coming up. :-)
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Fri May 28, 2004 10:10 pm    Post subject: [quote]

Just an update, I had surgery on my foot this morning, so that may or may not be a bad thing. I'd be sitting down around my house for a couple weeks, so that'd give me time to program, but it's also very uncomfortable to sit at the computer at an angle since I have to keep my foot elevated.

I'm still working on my scripting engine design document, mainly because I want all loaded scripts to be able to talk to each other and have access to their variables (or I may add that to the messaging system, haven't gotten everything figured out yet), but also I want it to be somewhat threaded, if you know what I mean.

I'm thinking of having an _init function that's called only when the script is first loaded, then a _main, called every frame. But, since I don't want - for example - npcs hopping from tile to tile each frame, I'll have to add some kind of interpolation system, which I'm not 100% sure on how to do. I'm thinking, whenever a script uses a command that's not BAM Done, I'll have to send a variable that will be changed to true once the interpolation is 100%, that way I can do this:
Code:
var bUpd
mov bUpd, false
loop1:
CallHost MoveTo 6, 7, 100, bUpd
JE bUpd, true, continue1
Exit 0
continue1:
;other code here

this way it'd exit the script after updating one frame, so I can continue to other scripts. Ideas on how I can improve this?
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Sat May 29, 2004 1:30 am    Post subject: [quote]

Ninkazu wrote:
Ideas on how I can improve this?


Not use that scripting language/engine/scheme?
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Joakim
Tenshi's Bitch (Peach says "Suck it!")


Joined: 05 Apr 2004
Posts: 64

PostPosted: Sat May 29, 2004 8:56 am    Post subject: What Happy said :P or... [quote]

Code:
Waitfor bUpd

Then you wouldn't have to even start the interpreter to tell if it was time for continuing the script - might save a couple of cycles.

Heh isn't it time to start reading that book about scripting you got?
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Sat May 29, 2004 4:48 pm    Post subject: [quote]

I have been reading it, but it doesn't discuss what I want to do. It has multithreading covered, but that's a bit much. I just want the scripts to be able to execute each frame without causing the engine to pause for a certain action.

If you're talking about using Waitfor bUpd for basically what I want , I don't see how the script is to exit, without making the Waitfor command explicitly exit the script.
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Joakim
Tenshi's Bitch (Peach says "Suck it!")


Joined: 05 Apr 2004
Posts: 64

PostPosted: Sat May 29, 2004 6:03 pm    Post subject: [quote]

Oh, the Waitfor command should exit the script, and not enter it again before the condition is true...

But anyways, what about proper assign operators and some proper syntax?
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Sat May 29, 2004 10:46 pm    Post subject: [quote]

Joakim wrote:
But anyways, what about proper assign operators and some proper syntax?

What about them? I think you're forgetting who's scripting language this is :)
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Joakim
Tenshi's Bitch (Peach says "Suck it!")


Joined: 05 Apr 2004
Posts: 64

PostPosted: Sun May 30, 2004 10:34 am    Post subject: [quote]

Well I'm just yelling at you.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun May 30, 2004 6:20 pm    Post subject: [quote]

You really should not use an ASM-style language for scripting... If I would try to force the others on my project to use something like that they'd kill me without hesitation.
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Razor-X
Pretty, Pretty Fairy Princess


Joined: 12 Jul 2003
Posts: 13

PostPosted: Tue Jun 08, 2004 8:34 pm    Post subject: [quote]

Heh, i don't mind. I', readn up on ASM, and many scripting languages are like ASN (IT BETTER HAVE COMMENTS!!)
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Joakim
Tenshi's Bitch (Peach says "Suck it!")


Joined: 05 Apr 2004
Posts: 64

PostPosted: Wed Jun 09, 2004 2:07 pm    Post subject: [quote]

My opinion...
I dislike ASM like scripting languages becuase it's so far from the a scripting language idea.
A scripting language is the ultimate abstraction as long as you still want to write code. Scripting languages should be extreamly easy to use for everybody and never focus on small things. It should tell the engine how to act rather than act on it's own. The engine should be the slave, the scripting language the master and you the God.

I myself tried numerous approaches on scripting, including a reverse polish notation language (commands as well as calculations), but I always returned to the user friendly approach in the end. ASM is not user friendly. It's your foe. Get rid of it.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Wed Jun 09, 2004 3:12 pm    Post subject: [quote]

This scripting language is not to be used by the player, so really its usability to.... muggles.... is inconsequential. I will be able to use it and that's that.
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Aptyp
Egg-Sucking Troll Humper


Joined: 09 Jun 2004
Posts: 36

PostPosted: Wed Jun 09, 2004 5:17 pm    Post subject: [quote]

Yeah, well, you can easily wrap assembly-like scripts into high-level language by writing a compiler that takes C-like code and dumps opcode/parameter stream.
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