Re: Scripting Systems
Brian Hook <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <2004128204647.152161@GATEWAY> |
> 1. We need some sort of Lint for Lua. This is hard to implement
> because you can dynamically create table members. It's advertised
> as a feature but when I type "nname" instead of "name" it's an
> error not a new member.
Right, but it doesn't know that.
> guessing they don't either, but isn't there a better way to handle
> this? (I know I can trap the __index method but I'm talking about
> finding errors before runtime)
Run-time is the only way to do it. Lua is a dynamically typed
language, and since it doesn't even comprehend the idea of user
defined types, "type checking" is kind of a no-op.
What we'd need is a preprocessor that uses a convention where any
uninitialized element accessed out of a table constructor or
declaration is definitely bad.
v = { x = 0, y = 0, z = 0 }
v.zz = 3 --<< BZZZT!
> 2. Debugging is a pain, although we have designed a solution. We
> are implementing a small, simple http protocol and hooking a script
> debugger to it. The game communicates to the debugger via http so
> we can debug PS2, GCN and PC scripts.
That's either crafty or gross, I'm not sure yet. =)
> 3. Incremental builds. We have converted our scripts to game
> objects (not to be confused with OO object programming). Each
> function is therefore unique and can be compiled and re-uploaded to
> the VM on-the-fly and so you can effectively pause the game in the
> debugger and replace a value, table or funciton anytime.
That's exactly what we're doing as well.
> make for some interesting bugs in it's own right, but without it
> you end up having to play the game for minutes just to get back to
> a place where you want to test something.
Yep.
Sounds like we're in the same boat but without a solution =|
Brian
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