Martin Voelkle wrote:

Actually, the current script execution limit is a fixed arbitrary
amount of instructions and has nothing to do with execution time. But
a dynamic limit could be computed between the different hosts of a
game in order to lower the script execution time if one of the hosts
is too slow.
Ok, nice ... this is what I have plans for in TEA. The language have a small stack based VM and the executer will be able to execute a given number of instructions, or return on a wait instruction. I only need to make a special kind of context that are able to hold all execution relavant data, outside the executer and is able to persist 100%. I am not there yet but very close :-)

/BL


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