I'm thinking on possibly implementing a scripting language for my game engine for general purpose and AI. At one point I was thinking on making a scripting language based on D with ECMAScript and Prolog/Planner influences.

Basic principles for the planned scripting language:
- Adding the possibility for logic programming, mainly for decision making engines, could be altered on the fly via code on the fly
 - Built-in support for fuzzy logic
- Scripts that run either on step or time basis, intervals can be altered by code on the fly - Running from a virtual machine either directly from the source code or from bytecode
 - Ability to call functions through the virtual machine
- Portability with certain compromises regarding to the function calls - And making this available for other projects, also making it optional for the engine as it's not crucial

However I was also thinking on why not just put a few helpers into the engine's code for scripting and the AI. I already planning to create an automated animator for the engine to replace sprites if a certain time elapses (uses milliseconds as its timebase to make it independent from refresh-rate), I don't think some helpers for creating a decision making engine in D would be much harder (much easier than creating a new language).

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