Well, I managed to finally what I planned for a long time but I could never be picked up. Since yesterday I plugged lua'ą enjoy. Thus in the end I have separated from the logic of the game engine. I even managed to rewrite the whole logic of the player on the scripts and a large part of the motor. Luabind writes down here very well. Only during the rewriting logic appeared a problem, which is contrary to people's arguments scripting languages namely debugging. When it comes to writing scripts in the "clean" lua debugging is not much of a problem, but again, as the hook for example, our own engine if a problem occurs. Fortunately, this is not as bad as it looks. With the help comes to us a program called Decode ( http://www.unknownworlds.com/decoda ), which is very nice lua debugger. The program is fully graphical application ("konsolówki" fuuuu), has its own quite interesting script editor (indentation, syntax coloring and prompting, etc), Project explorer, and what we are more interested or debugger. It has such functions as: breakpoint'y, call stack and the output is what is needed most. The principle of operation is very simple, we create a new project to highlight exe'ka in which we use our scripts, set the "working directory", press F5 (where we know it ..) and fires up our application, Decode itself reads the scripts used in it and start debug. The same principle of a debugger is really like as that in the visual, so there is no problem with the service.
In general, appreciate the program very positively, is what I was looking for, now writing scripts is much easier. An interesting fact is that the application allows you to debug the xbox360 and ps3 consoles. Unfortunately the app is not free, but no amount is not as surprising. Consolation is the price, which even in our country is not excessive. Indie license costs $ 50 while the license "full" is already more expensive and not so low because the $ 400, but I think that for a large part of india's license (for companies and individuals whose annual income does not exceed $ 100k) is sufficient.







August 24th, 2009 at 7:41 pm
That's me zaskoczyłeś
Even watched the dacodę, but I somehow missed that you can debug scripts in this way.
August 24th, 2009 at 7:47 pm
Many are programs that enable syntax coloring, but debugging is not. This is so cool, can be very easier for you "watch'owac" the change, working breakpointy, and so much easier to write.
August 24th, 2009 at 8:03 pm
Good to see how this engine develops so hold!
August 24th, 2009 at 9:33 pm
Oh my, but this program has changed since the last time it wizdiałem, thanks for the mention
.
On the other barrel: I'm generally skeptical of something to write _całej_ set of logic games in a script. You wrote the code had enough scripts to say that this approach works (in terms of performance, but also the convenience kodzenia)?
August 24th, 2009 at 10:58 pm
In terms of super-convenient. Once you do not have przekompilowywac code for every time I change something in the gameplay (dopieranie values, trying new thing, etc), the second thing you can give the script, such as designer which will itself change the settings. Another thing is that you have separated from the logic part of the engine, ie no unnecessary schortcuts in the code and it is easier to embrace.
As for performance, then lua is probably one of the najszych and scripting languages commonly used in gamedevie (crysis, wow, stalker), so if these games can do the trick, then I think everywhere will do the trick. Besides, usually only the logic, for the most complex calculations surely corresponds to the engine. I am most in favor. Most of the time unless pochalanie "zbindowanie" codes to lua.
October 23rd, 2009 at 4:19 pm
Хм ... Читаю и понимаю, что ничего не понимаю о чем речь:)
October 30th, 2009 at 10:02 am
Может быть, это потому, что страницы перевода Google Translate:)