RE: [GD-Consoles] question: Embedded scripting language on consol e
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From: Tom F. <to...@mu...> - 2003-02-19 12:48:20
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Normally our game objects just have the "brains" done in Python. Most of
them have low-level autonomic systems written in C ("keep walking toards
this point", "be bouncy and physics-y", "go to sleep", etc), and then the
script does the higher-level thinking - this is usually not done every
frame, it's done in an event queue style. So people walking around plot a
route of waypoints in Python (with raycast & A* assistance from C
libraries), and then feed the waypoint list to the autonomic
waypoint-follower. Then the script goes to sleep until it reaches a
waypoint, or there's something in the way (the autonomic system prods it
awake) or they get shot at or whatever.
But the script can render stuff - the whole frontend menu system and HUD
(with little 3D world map) is done that way.
Tom Forsyth - Muckyfoot bloke and Microsoft MVP.
This email is the product of your deranged imagination,
and does not in any way imply existence of the author.
> -----Original Message-----
> From: Mark Wayland [mailto:Mwa...@to...]
> Sent: 19 February 2003 03:52
> To: gam...@li...
> Subject: RE: [GD-Consoles] question: Embedded scripting language on
> console
>
>
> You pretty much answered it with "create a game object" rather
> than exposing some of your lower level systems. Pretty obvious
> stuff, but some scripters want more and more power - I was just
> wondering at what level you restricted this.
>
> Mark.
>
> > -----Original Message-----
> > From: Mick West [mailto:mi...@ne...]
> > Sent: Wednesday, 19 February 2003 2:05 PM
> > To: gam...@li...
> > Subject: RE: [GD-Consoles] question: Embedded scripting language on
> > console
> >
> >
> > 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
> > > > >
> > > > >
> > > > >
> > > > >
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> >
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> > >
> > >
> > >
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