Re: [GD-General] Scripting Systems
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From: <e_a...@ya...> - 2004-01-30 23:49:55
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Hi, I'm quite surprised nobody pronouce the name of python yet. So here I go : I found Python to be a good scripting language. From what I've been told, the language is cleaner than Lua (I've never used Lua ). There are a lot of tools/site/support anywhere on the web. It supports coroutine, have a lot of useful lib (Zip for instance ). It can be used for other tasks (automated build, HTTP stuff, ... ). Last but not least, the HAP debugger is a remote debugger/IDE. There can be some perf issue on this gen consoles, thought I think some people manage to port it and use it (there are some GC and PS2 Python project on the web), and with the new console gen that is to come, there will be no reason not to use it... Hope it helps Emmanuel --- Brett Bibby <res...@ga...> a écrit : > You know Brian, you got me all excited when I read > your note because it started off like you POSH note > so I thought you had a nifty solution to all of this > :) > > I sympathize as I am also currently implementing > Lua. I similar problems as you and we are trying to > figure out how to fix them or find another scripting > language as well. > > 1. We need some sort of Lint for Lua. This is hard > to implement because you can dynamically create > table members. It's advertised as a feature but when > I type "nname" instead of "name" it's an error not a > new member. How do other languages get around this? > I'm guessing they don't either, but isn't there a > better way to handle this? (I know I can trap the > __index method but I'm talking about finding errors > before runtime) > > 2. Debugging is a pain, although we have designed a > solution. We are implementing a small, simple http > protocol and hooking a script debugger to it. The > game communicates to the debugger via http so we can > debug PS2, GCN and PC scripts. You can even point a > web browser at the IP and get a list of vars and > their values and change them via a form (slow but > just in case host debugging not available). But > building the debugger under Lua isn't nearly as nice > as it could be. What are other scripting language > debuggers like? > > 3. Incremental builds. We have converted our scripts > to game objects (not to be confused with OO object > programming). Each function is therefore unique and > can be compiled and re-uploaded to the VM on-the-fly > and so you can effectively pause the game in the > debugger and replace a value, table or funciton > anytime. This can make for some interesting bugs in > it's own right, but without it you end up having to > play the game for minutes just to get back to a > place where you want to test something. Sometimes > you can't even recreate the exact situation easily. > This is only a partial solution, but I have heard > others say Lua is especially difficult to save the > game state. How do other languages used in games > save thier game states? > > Brett > Yahoo! Mail: votre e-mail personnel et gratuit qui vous suit partout ! Créez votre adresse à http://mail.yahoo.fr |