From: Kevin M. <ke...@vr...> - 2001-10-11 19:00:06
|
any time estimates for how long it would take me to get productive with these? thanks, @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- On Thu, 11 Oct 2001, Chad Austin wrote: > Interfacing Python with C: http://python.org/doc/current/ext/ext.html > Interfacing JavaScript with C: http://mozilla.org/js/spidermonkey/ > > It's really easy to use SpiderMonkey's API. Python's a little weirder, but not entirely bad. > > (Look in my audio library at http://sf.net/projects/audiere. I have bindings for XPCOM, Python, and > Java. I'd also suggest looking at the way Sphere interfaces with SpiderMonkey, but it's ASS NASTY > and you'd never want to do it like that. EVER.) > > It's really not hard to set up bindings for a specific language. However, I strongly recommend > going with XPCOM. Via IDL and type libraries, it automates the cross-language communication > process. > > XPCOM links: > http://mozilla.org/projects/xpcom/ > http://www-106.ibm.com/developerworks/components/library/co-xpcom.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom2.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom3.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom4/index.html > http://www-106.ibm.com/developerworks/components/library/co-xpcom5.html > > > I think chad knows this one, but if anyone else has ideas, i'd be > > interested. > > > > want to do a scripting interface to the tank game engine (in cvs)... > > > > how easy is it to do a perl or python binding? I'd like cross platform > > (linux win32 irix mac). I envision that most objects would be prefab in > > the game engine code (like particle systems that i can just setup in high > > level fashion, or objects that i can drop in and they just collide.)... > > so not much low level logic in the scripting, hopefully just game logic > > (like click button triggers open of door, where the button and door are > > both defined in c++ code and have a simple trigger mechanism that can be > > hooked up in python...) > > > > anyway, pretty random thoughts. mainly wondering how fast I could have > > this implemented (assuming i had the game engine written... :) > > > > and, what are the steps I should take? (pointers to documentation on how > > to do this are fine too) > > -- > Chad Austin > http://aegisknight.org/ > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |