[EMAIL PROTECTED] wrote:

That can be handled by only exposing functions and no direct pointer to glob2
internal structures.
Ok, so all game states are found in the script contexts, and not in glob2 itself ?

That's why there is the 'different syntax' part. It probably will not look like
lisp except to lisp fans where every programming language is just a downgraded
lisp.
Hmm, I hav'nt seen this since my first brief dos editor :-)

It's also an important feature for glob2. We don't want script writers having to
debug while playing each and every error the compier doesn't see.
Ok, that is then the first common goal, nice.

Let me explain it:
Imagine one of the threads is in the middle of a function and waiting for a
condition to happen. The game might be saved and stopped at that moment. When
it's reloaded and resumed, the thread state has to be exactly the same as
before. That means its stack and all the variables reached through references in
the stack have to be written with the saved game and reloaded so that execution
can be resumed right where the thread was.
Ok, this would be possible in TEA, but I need a little more work on the "call back" (for events) part.

/BL


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