May 14, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | > <general NG query> If you know of any other scripting approaches / > languages that would do a better or comparable job to what I briefly > described, let us know! Note: I've looked at all the scripting languages > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ > </general> Have you considered minid -> http://dsource.org/projects/minid ? Charlie Tom S wrote: > bobef wrote: > > Would you, guys, consider to release the source code? I am actually interested in DDL. I see on the web site that you use DDL, which I need too, but I've never managed to make even a "hello world" work correctly... > > Bad news: We've decided not to release the code to the wide public. > Good news: Some programmers get access to the code, especially if they are D programmers that can help us / we can help them in some specific way / are simply nice fellows ;) I guess we could pin you to some of these categories since you need DDL and we need an in-game multimedia player ;) E-mail me with a login and password and we'll get you SVN access. You can find my mail e.g. on my site: http://h3.team0xf.com/ > > > Clay Smith wrote: > > That's really too bad, I still think politically incorrectness should be > > a bonus ;) because of your courage over 'correct groupthink' > > Haha, reminds me of 'You gotta fight!! For your right!! To paa-arty!' ;) > > > Pragma wrote: > > Congrats! I know you worked your ass off on this one. Kudos. > > Thanks! Yea, that was half a year of really hard work. But hopefully gamedev is also fun, so I'd put another half a year into it without a frown :D Too bad there will be exams, tests and various nonsencial stuff at the univ shortly... On the other hand, there will also be Summer holidays. > > > davidb wrote: > > Congratulations from me too, apart from all the other things > > for a project this large the organization and getting all components > > to work together had to be quite a piece of work, thumbs up! > > Thank you :) And indeed, connecting all the stuff together was the biggest riddle. I've learned a lot about design and team management thanks to Deadlock. It's larger than any other project any of us had worked before and it hasn't turned into an unmaintainable mess, which I think is a feat on its own ;) > > > > Mess or not mess, we'll be doing some refactoring soon. Once the basics are in place, we'd like to concentrate on game logic. And to do so, we'd like to take a dynamic approach. Read: scripting. We'll be separating the engine from the game, cleaning stuff up and adding any missing functionality. Then we're going to add bindings to one or more scripting languages. Lua, Io and Squirrel seem to be OK. Yet another option is dynamic DDL re-compilation and linking. I guess we'll turn to it when the scripts need to be *really* fast. > > <general NG query> If you know of any other scripting approaches / languages that would do a better or comparable job to what I briefly described, let us know! Note: I've looked at all the scripting languages listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ </general> > > I'm also working on improving my GUI so I can start writing some editors for the game/engine. A visual 'graph-node-based' shader editor will probably come first. > > > Thanks for your interest in Deadlock! > > |
May 14, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Charlie | Charlie wrote: > > <general NG query> If you know of any other scripting approaches / > > languages that would do a better or comparable job to what I briefly > > described, let us know! Note: I've looked at all the scripting languages > > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ > > </general> > > Have you considered minid -> http://dsource.org/projects/minid ? Dang! No :o *runs quickly to dsource* Thanks for the reminder :D -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode |
May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | Tom S wrote: > Charlie wrote: >> > <general NG query> If you know of any other scripting approaches / >> > languages that would do a better or comparable job to what I briefly >> > described, let us know! Note: I've looked at all the scripting languages >> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ >> > </general> >> >> Have you considered minid -> http://dsource.org/projects/minid ? > > Dang! No :o *runs quickly to dsource* Thanks for the reminder :D /me adds MiniD to the list of scripting languages to examine closely -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode |
May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | Tom S wrote: > Charlie wrote: >> > <general NG query> If you know of any other scripting approaches / >> > languages that would do a better or comparable job to what I briefly >> > described, let us know! Note: I've looked at all the scripting languages >> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ >> > </general> >> >> Have you considered minid -> http://dsource.org/projects/minid ? > > Dang! No :o *runs quickly to dsource* Thanks for the reminder :D You also didn't mention Python. (+ Pyd wrapper from http://dsource.org/projects/pyd) |
May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Frits van Bommel | Frits van Bommel wrote: > Tom S wrote: >> Charlie wrote: >>> > <general NG query> If you know of any other scripting approaches / >>> > languages that would do a better or comparable job to what I briefly >>> > described, let us know! Note: I've looked at all the scripting languages >>> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ >>> > </general> >>> >>> Have you considered minid -> http://dsource.org/projects/minid ? >> >> Dang! No :o *runs quickly to dsource* Thanks for the reminder :D > > You also didn't mention Python. (+ Pyd wrapper from http://dsource.org/projects/pyd) It was listed at wikipedia *g* It's heavier than Lua and I don't know if it would offer anything more than Squirrel... It would surely introduce a different syntax, e.g. many people don't like the whitespace code grouping. As for Pyd, I'm not sure how much we'd (ab)use it. If we make some bindings, they'll probably be done in such a way as to be able to use multiple scripting languages or mix them. So either our wrapper will use PyD, or we'll just go with the low level C API, *if* we decide to use Python. If it turns out that a general binding for many scripting languages boils down to just a handful of templates, Python might be an option too :D -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode |
May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | Tom S wrote: > Frits van Bommel wrote: > >> Tom S wrote: >> >>> Charlie wrote: >>> >>>> > <general NG query> If you know of any other scripting approaches / >>>> > languages that would do a better or comparable job to what I briefly >>>> > described, let us know! Note: I've looked at all the scripting languages >>>> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ >>>> > </general> >>>> >>>> Have you considered minid -> http://dsource.org/projects/minid ? >>> >>> >>> Dang! No :o *runs quickly to dsource* Thanks for the reminder :D >> >> >> You also didn't mention Python. (+ Pyd wrapper from http://dsource.org/projects/pyd) > > > It was listed at wikipedia *g* > > It's heavier than Lua and I don't know if it would offer anything more than Squirrel... It would surely introduce a different syntax, e.g. many people don't like the whitespace code grouping. > > As for Pyd, I'm not sure how much we'd (ab)use it. If we make some bindings, they'll probably be done in such a way as to be able to use multiple scripting languages or mix them. So either our wrapper will use PyD, or we'll just go with the low level C API, *if* we decide to use Python. > > If it turns out that a general binding for many scripting languages boils down to just a handful of templates, Python might be an option too :D > > One option to consider is exposing a general D API to script with, and then wrapping that API with the various scripting languages. (I admit I mention this because it is the sort of situation Pyd was written for: wrapping an existing D API with an interface to Python.) -- Kirk McDonald http://kirkmcdonald.blogspot.com Pyd: Connecting D and Python http://pyd.dsource.org |
May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | Tom S wrote:
> Frits van Bommel wrote:
>> Tom S wrote:
>>> Charlie wrote:
>>>> > <general NG query> If you know of any other scripting approaches /
>>>> > languages that would do a better or comparable job to what I briefly
>>>> > described, let us know! Note: I've looked at all the scripting languages
>>>> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ
>>>> > </general>
>>>>
>>>> Have you considered minid -> http://dsource.org/projects/minid ?
>>>
>>> Dang! No :o *runs quickly to dsource* Thanks for the reminder :D
>>
>> You also didn't mention Python. (+ Pyd wrapper from http://dsource.org/projects/pyd)
>
> It was listed at wikipedia *g*
>
> It's heavier than Lua and I don't know if it would offer anything more than Squirrel... It would surely introduce a different syntax, e.g. many people don't like the whitespace code grouping.
>
> As for Pyd, I'm not sure how much we'd (ab)use it. If we make some bindings, they'll probably be done in such a way as to be able to use multiple scripting languages or mix them. So either our wrapper will use PyD, or we'll just go with the low level C API, *if* we decide to use Python.
>
> If it turns out that a general binding for many scripting languages boils down to just a handful of templates, Python might be an option too :D
>
The heaviest thing about about Python is the libraries, and if you don't need 'em you don't have to ship 'em. The core python24.dll is 1.78MB. That's not tiny but still it's a trivial size for a PC game. The people who favor Lua are the console developers, where memory and space is actually a little tight. But for PC development there's nothing wrong with Python's size.
If you don't like the syntax, well that's another issue. I go back and forth between D and Python (and C++) a lot and don't find it to be too much of a problem. I do tend to forget to type semi-colons for a while when I switch back to D, though.
--bb
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May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | Tom S wrote:
> <general NG query> If you know of any other scripting approaches / languages that would do a better or comparable job to what I briefly described, let us know! Note: I've looked at all the scripting languages listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ </general>
There's dmdscript, the javascript engine written in D.
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May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Tom S | > In the end, it turned out that the jury didn't like computer games very much... Maths doctors & professors == bad jury for a game programming team. So we scored 2nd, after a project which basically combined some GPS stuff thru bluetooth and Google Maps... Which, according to 80% of my univ mates was... ridiculous.
Don't feel bad. I had the same experience - I wrote a game with a full fledged scripting language built in, years ago when I was in high school. It was a lot of lines, and represented a lot of work.
I lost to a GPA calculator. This was a program where you typed in your grades and it told you your average. It was like 200 lines or something silly like that.
Even the guy who won told me I clearly should have won. Everyone competing against me did. Oh, well. It happens. Silly only-knew-Fortran judges.
-[Unknown]
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May 15, 2007 Re: Deadlock presentation outcome | ||||
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Posted in reply to Unknown W. Brackets | Unknown W. Brackets wrote:
>> In the end, it turned out that the jury didn't like computer games very much... Maths doctors & professors == bad jury for a game programming team. So we scored 2nd, after a project which basically combined some GPS stuff thru bluetooth and Google Maps... Which, according to 80% of my univ mates was... ridiculous.
>
> Don't feel bad. I had the same experience - I wrote a game with a full fledged scripting language built in, years ago when I was in high school. It was a lot of lines, and represented a lot of work.
>
> I lost to a GPA calculator. This was a program where you typed in your grades and it told you your average. It was like 200 lines or something silly like that.
Wow! That's a pretty impressive feat of software engineering to turn a 5-line program into 200 lines!
--bb
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