RE: [GD-Consoles] question: Embedded scripting language on console
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From: Mick W. <mi...@ne...> - 2003-02-19 03:05:06
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Well now, that depends on how you look at it. The meshes are rendered by the rendering engine, but the object that is comprised of meshes is created and modified by script. For example, the skater is comprised of several meshes with various scales, materials and colors, all of which is controlled by script. The scripts could not render a mesh in isolation, and I can't see why you would want to. But they could create a game object that just comprised of a mesh component, which is essentially the same thing, just with some useful framework. Maybe I'm not understanding your question? Mick > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Mark Wayland > Sent: Tuesday, February 18, 2003 6:35 PM > To: gam...@li... > Subject: RE: [GD-Consoles] question: Embedded scripting > language on console > > > Mick, > > At what level do access your game objects/classes? Can a > script perform something like rendering a mesh or is it > completely game object centric? > > Cheers, > Mark > > > > -----Original Message----- > > From: Mick West [mailto:mi...@ne...] > > Sent: Wednesday, 19 February 2003 5:15 AM > > To: gam...@li... > > Subject: RE: [GD-Consoles] question: Embedded scripting language on > > console > > > > > > We (Neversoft) discussed this at some length when starting > our first > > game for the PS2. There was some movement towards using a > > pre-existing script language (Java was mentioned). However > I decided > > we should roll > > our own, as we'd need control over what it was doing. > > > > I'm now insanely glad we did this. The fine control we get over > > debugging, memory usage and performance is invaluable. > Those kind of > > things may be less of a consideration on the PC, where you > have memory > > and CPU cycles to spare. But on the PS2, I feel that if > we'd used a > > pre-existing language, then we would have had a lot more > trouble than > > we did. > > > > It does not take that long either. We shipped THPS3 less > than a year > > after we started programming our scripting language. > > > > Of course, YMMV, it depends on what you use the script > > language for. We > > have over 4MB of script, and a lot of the game's high level logic is > > running in script, and a lot of the high level data is held > in script > > data structures. > > > > Anyway, the original questioner intends to generate their > scripts from > > UML diagrams. This approach is inherently doomed, so the actual > > choice of script language is irrelevant. > > > > Mick > > > > > -----Original Message----- > > > From: gam...@li... > > > [mailto:gam...@li...] On > > > Behalf Of Ron Hay > > > Sent: Tuesday, February 18, 2003 7:04 AM > > > To: gam...@li... > > > Subject: Re: [GD-Consoles] question: Embedded scripting > > > language on console > > > > > > > > > Has anyone on the list actually thought deeply about which > > scripting > > > language they choose? If > > > so, care to share your thoughts? We're in the middle of > > choosing the > > > language, and Lua seems > > > to be our current top pick. The team member that is in charge of > > > scripting is the type of person > > > that just likes to pick and go, so I'm worried that there > may be a > > > better alternative out there... > > > > > > Ron > > > > > > > > > > > > > > > ------------------------------------------------------- > > > This sf.net email is sponsored by:ThinkGeek > > > Welcome to geek heaven. > > > http://thinkgeek.com/sf > > > _______________________________________________ > > > Gamedevlists-consoles mailing list > > > Gam...@li... > > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > > > Archives: > http://sourceforge.net/mailarchive/forum.php?> forum_id=553 > > > > > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by:ThinkGeek > > Welcome to geek heaven. > > http://thinkgeek.com/sf > > _______________________________________________ > > Gamedevlists-consoles mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553 > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: SlickEdit Inc. Develop an > edge. The most comprehensive and flexible code editor you can > use. Code faster. C/C++, C#, Java, HTML, XML, many more. FREE > 30-Day Trial. www.slickedit.com/sourceforge > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU3 > |