Pros and Cons of Implementing a Scripting Language

  • Simon
    17th Oct 2010 Administrator 0 Permalink
    I've come up with some ideas for a binary format that Powder Toy can read elements and simple interactions from. This will be something I shall try to consider after version 43.
  • jakester12345
    17th Oct 2010 Member 0 Permalink
    Sounds good I shall be looking forward to a download of this idea's source code on github one day lol
  • Aizria
    17th Oct 2010 Member 0 Permalink
    We could possibly just make use of an already existent language and simply write a cutom API for it.

    Potentially less work for the devs.
  • Cr15py
    17th Oct 2010 Member 0 Permalink
    Wikku I never mentioned compiling or executing code before debugging, don't put words in my mouth.
  • MiXih
    17th Oct 2010 Member 0 Permalink
    I don't say that you say anything about compiling or executing code before debugging o.O
    I don't speak english so I can sometime write something other than i think
  • Cr15py
    17th Oct 2010 Member 0 Permalink
    "We must have a string with code, and some function will be reading code and when code is well, function execute this code. With this we can debug code and show errors before executing code.

    Your idea is impossible, because impossible is real-time compilling and changing code in EXE."

    Sounded like you were saying I wanted to compile code without debugging but w/e.
  • Neospector
    17th Oct 2010 Member 0 Permalink
    wikku9:
    Your idea is impossible, because impossible is real-time compilling and changing code in EXE

    Well there can be a basic, unchanging set of code that reads the code we write and transforms it into what we want it to do. Like my example, the server would read that and tell the game that "if spark touches metal, then pass the spark on to the next particle."
  • Carpaccio
    17th Oct 2010 Member 0 Permalink
    Please, PLEASE just use Lua. Not Python. In my experience, Python is, for the most part, very, very slow when compared to Lua.

    I don't even like either of them, but at least we'll get decent performance with the former, and it's becoming something of a de facto standard for scripting inside of games. The integration with C is also very nice--less time spent making it work is more time spent testing/developing. OO is nice, but not really necessary for this.

    I'm tempted to suggest that TPT should support DLLs so that we can modify the engine without recompiling; however, that probably would cause cross-platform issues and wouldn't really be used by people who aren't particularly advanced. (The need to recompile to make mods kind of bugs me, to be honest.)
  • Felix
    17th Oct 2010 Member 0 Permalink
    Carpaccio:
    Please, PLEASE just use Lua. Not Python. In my experience, Python is, for the most part, very, very slow when compared to Lua.

    I don't even like either of them, but at least we'll get decent performance with the former, and it's becoming something of a de facto standard for scripting inside of games. The integration with C is also very nice--less time spent making it work is more time spent testing/developing. OO is nice, but not really necessary for this.

    I'm tempted to suggest that TPT should support DLLs so that we can modify the engine without recompiling; however, that probably would cause cross-platform issues and wouldn't really be used by people who aren't particularly advanced. (The need to recompile to make mods kind of bugs me, to be honest.)

    You still would need to compile the library.
  • pilojo
    17th Oct 2010 Member 0 Permalink
    This would be possible in flash right? May be a bit more complex but I think flash would improve performance and quality of the game.
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