RE: question: Embedded scripting language on console

"Mark Wayland" <[email protected]> Wed, 19 Feb 2003 14:52:28 +1100
Newsgroups gmane.games.devel.consoles
Message-ID <[email protected]>
You pretty much answered it with "create a game object" rather
than exposing some of your lower level systems. Pretty obvious
stuff, but some scripters want more and more power - I was just
wondering at what level you restricted this.

Mark.

> -----Original Message-----
> From: Mick West [mailto:[email protected]]
> Sent: Wednesday, 19 February 2003 2:05 PM
> To: [email protected]
> Subject: RE: [GD-Consoles] question: Embedded scripting language on
> console
>=20
>=20
> Well now, that depends on how you look at it.
>=20
> The meshes are rendered by the rendering engine, but the=20
> object that is
> comprised of meshes is created and modified by script.  For=20
> example, the
> skater is comprised of several meshes with various scales,=20
> materials and
> colors, all of which is controlled by script.
>=20
> The scripts could not render a mesh in isolation, and I can't see why
> you would want to.  But they could create a game object that just
> comprised of a mesh component, which is essentially the same=20
> thing, just
> with some useful framework.=20
>=20
> Maybe I'm not understanding your question? =20
>=20
> Mick
>=20
> > -----Original Message-----
> > From: [email protected]=20
> > [mailto:[email protected]] On=20
> > Behalf Of Mark Wayland
> > Sent: Tuesday, February 18, 2003 6:35 PM
> > To: [email protected]
> > Subject: RE: [GD-Consoles] question: Embedded scripting=20
> > language on console
> >=20
> >=20
> > Mick,
> >=20
> > At what level do access your game objects/classes? Can a=20
> > script perform something like rendering a mesh or is it=20
> > completely game object centric?
> >=20
> > Cheers,
> > Mark
> >=20
> >=20
> > > -----Original Message-----
> > > From: Mick West [mailto:[email protected]]
> > > Sent: Wednesday, 19 February 2003 5:15 AM
> > > To: [email protected]
> > > Subject: RE: [GD-Consoles] question: Embedded scripting=20
> language on=20
> > > console
> > >=20
> > >=20
> > > We (Neversoft) discussed this at some length when starting=20
> > our first=20
> > > game for the PS2.  There was some movement towards using a=20
> > > pre-existing script language (Java was mentioned).  However=20
> > I decided=20
> > > we should roll
> > > our own, as we'd need control over what it was doing.
> > >=20
> > > I'm now insanely glad we did this.  The fine control we get over=20
> > > debugging, memory usage and  performance is invaluable. =20
> > Those kind of=20
> > > things may be less of a consideration on the PC, where you=20
> > have memory=20
> > > and CPU cycles to spare.  But on the PS2, I feel that if=20
> > we'd used a=20
> > > pre-existing language, then we would have had a lot more=20
> > trouble than=20
> > > we did.
> > >=20
> > > It does not take that long either.  We shipped THPS3 less=20
> > than a year=20
> > > after we started programming our scripting language.
> > >=20
> > > Of course, YMMV, it depends on what you use the script
> > > language for.  We
> > > have over 4MB of script, and a lot of the game's high=20
> level logic is
> > > running in script, and a lot of the high level data is held=20
> > in script
> > > data structures.
> > >=20
> > > Anyway, the original questioner intends to generate their=20
> > scripts from=20
> > > UML diagrams.  This approach is inherently doomed, so the actual=20
> > > choice of script language is irrelevant.
> > >=20
> > > Mick
> > >=20
> > > > -----Original Message-----
> > > > From: [email protected]
> > > > [mailto:[email protected]] On=20
> > > > Behalf Of Ron Hay
> > > > Sent: Tuesday, February 18, 2003 7:04 AM
> > > > To: [email protected]
> > > > Subject: Re: [GD-Consoles] question: Embedded scripting=20
> > > > language on console
> > > >=20
> > > >=20
> > > > Has anyone on the list actually thought deeply about which
> > > scripting
> > > > language they choose?  If
> > > > so, care to share your thoughts?  We're in the middle of
> > > choosing the
> > > > language, and Lua seems
> > > > to be our current top pick.  The team member that is in=20
> charge of
> > > > scripting is the type of person
> > > > that just likes to pick and go, so I'm worried that there=20
> > may be a=20
> > > > better alternative out there...
> > > >=20
> > > >   Ron
> > > >=20
> > > >=20
> > > >=20
> > > >=20
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