Re: [GD-General] Re: Scripting
Brought to you by:
vexxed72
|
From: brian h. <bri...@py...> - 2002-12-08 07:56:02
|
> It is more like "glue"....The designers use the scripting language
> functions just like public interfaces to game objects.
Does this mean then that you're only using it to provide coding-like
functionality to the designers without requiring them to actually write
code or harass programmers?
> SetPlatformDestination( 'BigFloatingRock', GetMarkerPos
>( 'CenterMarker01' ), 1.0 );
Right, this kind of gets back to the example me and Thatcher were
using -- instead of a "function call" interface, a data description
interface could probably do the same thing without actually requiring
there to be language constructs:
PlatformXYZ =
{
type = 'platform',
destination = 'BigFloatingRock',
pos = 'CenterMarker01',
value = 1.0
}
> The main problem we have is the designers request the ability to do
> more and more complicated tasks with the scripting language, but do
> not enjoy the requisite increase in script complexity.
Two issues here. The first is exactly one of the concerns I have with
generalized scripting -- there is a tendency for the entire engine to
become part of the scripting language as designers ask for more and
more stuff. The second is that you often get a lot of exposed
facilities that are never taken advantage of and, conversely, a lot of
simple features end up getting (ab)used in interesting ways to get
specific types of output. For example, in Quake3 there were "regen"
fields that were created when one of the designers realized you could
assign a negative value to a pain field.
> To avoid creating Yet Another Crappy Parser I used flex & bison to do
> the hard work of creating the script compiler.
Eewww. I'm leaning towards just using Lua as my syntax for, er,
everything, and letting it handle the heavy lifting.
-Hook
|