Re: A few questions about scripting
Marc Hernandez <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
For Stranger's Wrath I didnt put in structs or new and we got through it without hacking around either one. However if I did it again, Ide probably put them in. For loops, I just slept the script after a low fixed count of iterations. On Tue, May 4, 2010 at 12:07 AM, Javier Arevalo <[email protected]> wrote: > On 5/3/2010 11:30 PM, Jacobo Ríos wrote: >> >> I realized that most of the time it's ok to have if's, elses, whiles, and >> some functions... but the moment you write a single 'struct' on it then you >> should start thinking if that's really something for the scripting system or >> for the core base of your game. > > In Praetorians, we consciously limited the scripting language to not have > functions or loops for the same reasons. By the end of production, some > mission scripts were using horrible hacks to emulate these features > (single-frame states, constant back-and-forth transitions, etc). The > [Prototype] mission scripting system was supposed to be purely event-driven, > but of course it ended up having a heartbeat event every frame. I'm sure you > will see the same with structs. > > -- > Javier Arevalo > http://www.iguanademos.com/Jare > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > -- /// // _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com