On Thu, 2012-03-29 at 11:57 -0700, Vik wrote:
> I will go with single EC_Script ( normal programming :) )
> Even if ScriptEngine is performant, load  hundreds of EC_Script may be
> painful ( as Jukka said in issue 439   
> https://github.com/realXtend/naali/issues/439

No the point was that using the Script *Application* mechanism with
multiple EC_Scripts is performant -- then you again only get a single
engine. The same thing that Jonne mentioned and indeed the reference
Avatar app uses.

But yep I think a single EC_Script can still be nice.

> And I don't think in this case live reloading  will be useful...

I think it's always useful when developing :)

And you do get that with a single Script component too, it just resets
the whole app then.

> Vik.

~Toni

> On Mar 29, 1:49 pm, Toni Alatalo <[email protected]> wrote:
> > On Thu, 2012-03-29 at 09:41 -0700, Vik wrote:
> > > 001,...door.099), i can attach to each object javascript for actions
> > > (say "OpenDoor"). Or I can attach one script to scene and in this
> > > script distinguish door by name at run time.
> > > Which solution is better. I mean 'better"  from architectural point
> > > of  view of Tundra  in terms of performance  and memory consumption.
> >
> > I tend to make with one master JS and one EC_Script for the whole
> > application. I like normal programming, and also that used to be way to
> > make it efficiently (minimal mem use as there's only one ScriptEngine).
> > Have that in an invisible entity called MyGame or so.
> >
> > The system is however made so that using a Script component in each
> > scripted entity can be nice. For example for a non-programming level
> > designer to put a script to an object. And nowadays there's the
> > ScriptApplication system, which basically allows you to make several
> > script components to be executed with a single engine, so you get the
> > same optimally minimal memory usage. I think it's well suited for
> > instanciating several entities that use the same script, basically
> > declaring a class in JS and then marking entities in the scene as
> > instances of that. Similar to the RexScript IronPython system in old
> > realXtend with Linden based viewer and Opensim which is there in ModRex.
> >
> > One cool upside of using several EC_Scripts can perhaps be that the live
> > reloading may work less instrusively as only one script engine is
> > reseted and not the whole app. For example if you make AI for a predator
> > and it's prey, can modify either code, just save the file so it gets
> > reloaded in Tundra, and at least the other animal keeps working cleanly
> > from the old state as it was untouched. It's possible to make a main app
> > support restart too, quite easy perhaps even if keep the data in EC
> > attributes (script's can create their own so-called DynamicComponents
> > for custom data). The attribute values are ofc untouched when the script
> > engine is reseted, so that state can always stay (position of the
> > objects etc., but if you put e.g. some AI mode or tracking target in own
> > DynamicComponent, that stays too.)
> >
> > > Vik.
> >
> > ~Toni
> 


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Reply via email to