the performance hit should be minimal, i know of powdergames with interpreted scripting that reach ~600fps. the problem is the way tpt is structured atm makes this very hard to do, maybe in the distant future.
I am having a hard time seeing how they could reach 600 fps, what game(s) are you talking about? Interpreted languages are waaaaay slower than C.
I said logical fps. It does 100 frames then draws, 5 times a second.
Drawing takes a lot lot lot longer than logic.
I will be uploading source code when I get home.
People are talking about reading scripts actively from file, my method sets byte values in the ram by scripts which is then processed by the application.
On my SQL post I'm still not sure how greater idea this is- but it would be really cool. I'd like to know what Simon thinks of it. NB: Its on page 5
plypencil Writing are own language will keep processing time to a minimum- Also will this be on-the-spot compilation or will it precompile (precompiling could possibly keep Powder running fast.
We could technically load a script, break it down, turn it into a sort of simple bytecode instruction set, and execute it based on that. It would be faster than most other methods. Of course it would add a few extra steps to the process.