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. ------------------------------------------------------- This SF.net email is sponsored by: SlickEdit Inc. Develop an edge. The most comprehensive and flexible code editor you can use. Code faster. C/C++, C#, Java, HTML, XML, many more. FREE 30-Day Trial. www.slickedit.com/sourceforge _______________________________________________ Gamedevlists-consoles mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553