> >>Interresting, so no save or load function are possible without SGSL ? > >> > >> > > > >What do you mean? What should these functions do? > > > > > Sorry for not been clear in my statements. But what I mean is that the > save and load functionality in the glob2 game are based on the SGSL > "language" system, as this both manipulate and "holds" vital game state > informaion. Without SGSL this would not be possible, is that right ?
No. Script state is saved via the script c++ api. This saves the script execution state (instruction pointers, stacks and heap, except that SGSL has no stacks). But this state is completely private to the script. We can say that script state is a standalone part of the game. While executing, the script can change the state of the game by calling functions that have been previously exported to it. There is no share between script state and game state. The game is halted while the script executes, until all the script threads are blocked (waiting for some conditions to happen in the game) then game executes one step and eventually script threads execute again, testing if the conditions they where waiting for have changed, etc. Martin _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
