RE: [GD-Design] Scripting Engine and C++ Games
Brought to you by:
vexxed72
|
From: <phi...@pl...> - 2002-07-12 17:40:07
|
SN systems supply DLL support in their current PS2 toolchain. AFAIK it's
not part of the Sony tool chain, and I have no idea if codewarrior supports
it, although I'd expect them to.
It's very clean, you handle all the loading, and just pass a pointer to the
buffer in memory to an init function.
Cheers,
Phil
(Not affiliated with SN, just a very satisfied customer)
Gareth Lewin <GL...@cl...>
Sent by: To: gam...@li...
gam...@li... cc:
eforge.net Subject: RE: [GD-Design] Scripting Engine and C++ Games
07/12/2002 06:21 AM
I talked to our NGC/PS2 people about this kind of stuff, apparently the NGC
has some kind of dynamic linking, but not the ps2. Both were just idle
discussions, neither were really tested.
Note that Fubi works wonders on the xbox, even though it doesn't support
dynamic linking, so perhaps you could export stuff on the NGC/PS2 just
because gcc happens to support that for other targets.
All you really need is a way to get the code segment position of the
functions and to work out the name mangling/variable passing stuff.
-----Original Message-----
From: Stefan Boberg [mailto:sbo...@te...]
Sent: 12 July 2002 14:15
To: gam...@li...
Subject: RE: [GD-Design] Scripting Engine and C++ Games
> Take a look at http://www.drizzle.com/~scottb/gdc/fubi-paper.htm
>
> We are using it and are extremly happy with it, thanks Scott ;)
>
> Ofcourse you can still write whatever syntax for the laungage you
want, or
> use Lua/Python/Tcl ( Those seem to be the most commonly used ), but
Fubi
> is definitly the way to connect the scripting language up with the
game.
... iff you are targeting Win32 only ;) You will have to come up with
some other mechanism for NGC/PS2, although I suppose you could extract
the parameter info from your Win32 exe and use it to generate some sort
of tables that you can link into the NGC/PS2 version. But then, you
might as well just use SWIG, or even Doxygen to scan your code to
generate the export tables. That's what I do :)
Oh, and for the record we use LUA. I looked at Python but it seems
too heavy and sluggish for scripting our games. But then, I didn't
really try using it in anger so it may work better than LUA in practice.
LUA seems ok so far and "if it ain't broke..." so I guess I may never
find out ;)
Cheers,
Stef! :)
--
Stefan Boberg, R&D Manager - Team17 Software Ltd.
bo...@te...
-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Gadgets, caffeine, t-shirts, fun stuff.
http://thinkgeek.com/sf
_______________________________________________
Gamedevlists-design mailing list
Gam...@li...
https://lists.sourceforge.net/lists/listinfo/gamedevlists-design
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=556
-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Gadgets, caffeine, t-shirts, fun stuff.
http://thinkgeek.com/sf
_______________________________________________
Gamedevlists-design mailing list
Gam...@li...
https://lists.sourceforge.net/lists/listinfo/gamedevlists-design
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=556
|