RE: question: Embedded scripting language on console

"Ivan-Assen Ivanov" <[email protected]> Fri, 21 Feb 2003 13:51:42 +0200
Newsgroups gmane.games.devel.consoles
Organization Haemimont Games
Message-ID <000601c2d99f$9a0dac50$3698b2c1@hsmt>
Something that I've found no good explanation of, or even 
a bad explanation for that matter: a good debugger is touted as
one of the pros of integrating an external language for scripting.
But how do you integrate a debugger into the typical
massively multithreaded, realtime environment of a game?

How would a standard Python debugger like your heavily customized
interpreter?

We're using a custom scripting language, and we basically resort
to printf-style debugging, along with a few tricks like "last 100
script lines executed", displaying AI info where the unit's health
is supposed to be shown, etc.



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