Well, time for me to butt in, because I basically started this whole ordeal ;)
On Tuesday 24 May 2005 14:10, Martin Nyffenegger wrote: > >> Tough question. I think I wanted to create a language that even a > >> non- programmer can understand (that's why SGSL didn't have any > >> loops at first, only actions and wait statements). But I'm aware > >> that tis probably is not possible... > >> Now Easy would be more like Python or PHP. > > > > What makes these languages easy ? The syntax, there libraries or > > just a "feeling" ? > > Syntax. And the language is kept simple (no dynamic class typing, nor > diamond heritage structures, nor virtual functions) > > > What is "highly tuned" in your opinion ? > > see below... > > > When TEA was created I made it in a way that it was easy to adapt > > to a given environment (the language is small, but with an OO > > adaptable type system), but what would the language need to be > > designed specific for globulation ? > > Highly tuned is the contrary of TEA. I mean designed specifically for > Globulation. It's what I tried to do with SGSL but I was young and > inexperienced at that time... I would like a language that is > intrinsically bound to glob2, it's universe, and it's possibility. > But in the other hand I know of no game where this was done, so I > can't really give a concrete example. > > (I really should concentrate on my work here...) SGSL is really nice for glob2, that wasn't the reason why I was contemplating replacing it with something else, what I wanted to do is have a complete script engine for every aspect of the game, and try and move ALL the game logic to a script engine, that is why I was thinking about LUA as it is EXTREMELY easy to implement for glob2, it would require a lot of code changes, but it could very well make all the other ideas on the roadmap a lot easier to do. I basically would like the glob2 c++ part to be an environment for games, not a game as such, the game itself would be implemented in a scripting engine, such as stratagus. I think it is feasible and, since I consider the glob2 engine to be a lot more versatile (at least from a graphics point of view) I think the glob2 PLATFORM could become pretty popular. SGSL might even have a place here, as it could STILL be used to for map logic, if we pimp it a little. What I currently see as a good point about SGSL is that it is EASY to use even for non-programmers, it's like basic, but EVEN easier. and that is a very good point imho, as it is also pretty easy to generate. Like I was thinking about making a tool for the editor to make the areas with a brush style. but this could also be done with LUA of course, if anyone ever used flash or other timeline-based interfaces, thats what I would like to do with the glob2 editor. Make it a bit like making a flash movie. Bottom line, just replacing SGSL as a map scripting language is in my opinion quite pointless. SGSL does its job, even if it's a bit ugly, but we can improve that. > > Barock > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
