Zelda Modern
#271
Posted 13 July 2010 - 12:10 PM
#272
Posted 13 July 2010 - 12:14 PM
Seriously, Gleeok has a point. My main likeness for C-style syntax comes from the fact that it's whitespace-independent, that is I can use any whitespace I like how I like to make my code readable to humans - one of the great weaknesses of BASIC is that it utterly fails there. And { is one character to END's three.
#273
Posted 13 July 2010 - 10:29 PM
Quite frankly, I think all this talk about the syntax is kind of missing the point. To people who have never programmed before, it won't matter--they're learning something new no matter what--and to experienced programmers...well, once you know one language, it's really not that hard to pick up a new one.
I would also like to add that if we try to go and create our own scripting language, rather than using an existing open-source one, it's going to take at the very least twice as long to get it up and running properly, which seems like an incredible waste of time to me.
#274
Posted 13 July 2010 - 11:31 PM
IMO, the most important feature for a programming language is exception handling. Saves so much time and effort on error checking.
#275
Posted 14 July 2010 - 07:24 AM
So for scripting languages: I'ts been narrowed down to three for a while now. These are Lua, AngelScript, and Python. Here's what to expect in terms of a 'pick two' scenario:
Fast * Angelscript. Lua.
Can use classes and higher level objects * Python. AngelScript.
Dynamically typed * Lua. Python.
In addition to those, Angelscript uses C/C++ syntax with tons of features, Lua is great because it's tiny in terms of size and really fast, and Python is more complete and easier to use than Lua for the dynamic typed scripting languages.
(ps: If anyone suggests "Ruby" I will kill you)
#276
Posted 14 July 2010 - 07:57 AM
I want the "fast" part clarified. Will Python end up being so slow that some scripts can't complete what is needed within a single frame? If the answer to that is yes, I will have to suggest we no longer consider it. If the answer to that is no, then it is still in the running, and is therefore my pick.
#277
Posted 14 July 2010 - 08:02 AM
Personally, I don't think Python will be so slow that you can't do everything within a single frame. To be honest, for most users, I doubt the difference would even be noticeable. It may just be that with Angelscript or Lua, the creator can just do a lot more in their scripts per frame. How much more? That's hard to say.
#278
Posted 14 July 2010 - 10:21 AM
I want the "fast" part clarified. Will Python end up being so slow that some scripts can't complete what is needed within a single frame? If the answer to that is yes, I will have to suggest we no longer consider it. If the answer to that is no, then it is still in the running, and is therefore my pick.
I just want to point out that Blender allows for input of Python code when making animations or games. I think if it's fast enough for a massive 3D rendering program, it's probably fast enough for us.
Edited by XxGamasterxX, 14 July 2010 - 10:21 AM.
#279
Posted 14 July 2010 - 12:35 PM
I'd guess the average ZC enemy won't be too much for any scripting language. However, experience tells me that whatever we do, people will push it to its limits. That's not a bad thing, but it means the higher those limits are the more quest makers can achieve.
As performance goes, a language that can be compiled into bytecode in advance will always beat one interpreted on the fly, but I think all candidates under consideration are ok there.
Just a little warning to anyone getting over-excited: ZM won't be done tomorrow, and scripting may not be the first thing on the list (it must definitely come after the main game engine).
@Gleeok: How about LISP? *runs*
#280
Posted 14 July 2010 - 02:32 PM
#281
Posted 14 July 2010 - 06:29 PM
http://en.wikipedia....mming_language)
Very close to C syntax.
#282
Posted 14 July 2010 - 11:48 PM
From the sound of it, everyone sort of agees on an object based scripting system. This means many scripts being run per frame, potentially one per game object. People will in fact want to abuse this feature (And why not? I will too.) so speed really does matter.
Something else to take into account is how each script language allocates/handles memory for these objects, since many objects are created and destroyed each frame. If script 'handles' are wasteful (or bloaty if you will) here the CPU is going to take a major hit in performance from this.
I guess I have a "plan for the worst, hope for the best" way of thinking on this. The only way to know for sure though is to test them the way we will be using them and profile the results.
Edited by Gleeok, 15 July 2010 - 05:39 AM.
#283
Posted 15 July 2010 - 09:03 AM
@Gleeok: You can do classes and inheritance in Lua; it's just not built into the core language.
(And I am actually a huge fan of Ruby, in general, but I agree that using it as an embedded scripting language would be a horrible idea.)
#284
Posted 15 July 2010 - 09:47 AM
I'd think built-in classes would be better. I guess that leaves AS and Python as the remaining contenders.
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