[Starting a new thread. John's reply was burried in the parent thread] John Barret wrote: > I would like to request your ideas and wishes for an aircraft AI > scripting language sufficiently generic in scope to handle piloting > any aircraft running on FG.
There is some support already in place for using Plib's "psl" language in FlightGear; it's a sane minilanguage with C-like syntax and semantics (basic types and functions, basically; no pointers, structs or arrays). It talks to the rest of FlightGear through the property tree. You will want to investigate this first; I haven't tried it yet. I'd caution against a special-purpose language; these things are almost always just as hard to write as real languages are, and never quite do as much as you hoped. I'd stick with a general purpose language, whatever you do. And now the plug. :) I wrote a scripting language of my own at one point (http://www.plausible.org/nasal) which is closer to Perl or Javascript. It's semantically richer than PSL, supporting all the stuff you expect like vectors, hashes/objects, garbage collection, et. al. It's also quite small; a little over 100k of source code these days. No work has been done to integrate it into FlightGear/SimGear (I wrote it for my own game project last spring), but I'd be happy to do so if there was interest. Languages are like religions though. Some people are going to hate the idea, some people are going to like it except for one or two things that *have* to be fixed first, some will want to use a different language. No one seems to want to use PSL yet, though, so it seems to me like the door is still open for alternatives. :) Andy _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel