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 > > > > > > > > > > > > > > > > > > > > > > > > > ------------------------------------------------------- > > > > > 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 > ------------------------------------------------------- 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. 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