RE: [mlist] RE: [GD-General] Off the shelf scripting languages
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From: Tom F. <to...@mu...> - 2003-04-23 13:41:21
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We don't have "threads" in our engine - just state. And every game turn, code operates on the state to produce new state. Of course the code that happens is mainly controlled by the state, but we don't have persistent thread state. So it's not a problem. We've shied away from multithreading stuff like this. I know it's cool and trendy, but it's also completely evil to debug, nasty to save (as you say), and we're pretty used to doing stuff this 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: Ivan-Assen Ivanov [mailto:as...@ha...] > Sent: 23 April 2003 12:55 > To: gam...@li... > Subject: RE: [mlist] RE: [GD-General] Off the shelf scripting > languages > > > > Python has "pickling" to do this. Or you can do it the way > > you do everything else - assign all objects a unique ID, and > > save the stuff out manually, replacing pointers with IDs. > > Which is essentially what pickling does. > > Pickling is serialization of Python objects from within Python code; > what I'm talking about is pickling the thread state itself. > > Pickling thread state in Stackless is announced as "possible in > the future" and "coming really soon" by Tismer, the author of > Stackless, > on several occasions. > > What do you do for serializing the scripting environment state? |