RE: [GD-General] Re: Scripting
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From: Awen L. <ali...@ed...> - 2002-12-09 10:43:40
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On our current grame, we are NOT using scripts (and when i read Evan Bell post, i believe we're doing the same kind of... anyway :)). I am really upset with that decision, (i suspect some nonsense-but-historical reasons) but it's not a thing you shake at this point of the project. Ok. Let's assume we're an average team, with average design and technical skills: An average scripting engine introduces generally some high concepts like: MoveTo(X,Y) PlayAnimation('A'), actorW.IsHearing(actorZ). And remember we are not using such. So: 1) Our non scripted engine requires a programmer to code an actor. Yes. 2) The simplest functionnality-calls of an actor, requires 3 code lines (a programmer is NOT disturbed by that: 3 or 10 code line is *EASY* to handle). 3) The actor process is supervised by the programmer (logical), so aggregating resources, ensuring that all will work, is really really PAINFUL. But our programmers ignores the pain. Programmers have brain connections to slalom between difficulties (it's somewhat faster than resolving them) 4) Bad, obscure, trickery is so ALLOWED in an actor behavior code (C++) 'Ok, easy boy, C++ is my wisdom' Results: Modifying an actor behavior is a LONG process because of reasons 1 to 4 (theorem: many little resolvable-on-the-fly troubles equal long processes). You can't just 'modify an actor'; you'll need a meeting with: - a game designer (*) - a project lead (*) - a lead code (*) - the programmer (*) think salary. Meetings equal meeting reports, equal report availabilities by mail mail to the team, WHICH IS LONGER TO WRITE THAN THE REQUIRED BEHAVIOR SCRIPT. Programming is usually a slow process (see HalfLife's PostMortem), and nobody will scratch its head regarding the time it takes to code a behavior. It'll become the standard. But from a planning point of view, it's a real 'wanna-be' overkill. But from a game point of view, i suspect that the lack of fun in creating an actor is causing heavy damages to the final product. So you must really really think about it before throwing one of the other solution. Please (yes i beg !). Awen -----Message d'origine----- De : gam...@li... [mailto:gam...@li...]De la part de brian hook Envoyé : dimanche 8 décembre 2002 08:56 À : gam...@li... Objet : Re: [GD-General] Re: Scripting > 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 ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |