Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Anyway, that's all for the sake of chatting. Now we know that we'll be able to use C++ in HL2. Still, I think it would be great if they added a good script language as a second option. /me wonders how hard it would be to port the source to Java... -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
/me wonders how hard it would be to port the source to Java... /me wonders how hard it would be to port the source to ASM... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). He states initially and in closing that scripting languages and system programming languages (C, C++, ...Java) do and should complement each other. The remainder of the article is largely a head-to-head comparison of Tcl and C/C++ solely in the areas where Tcl's strengths come through. Tcl's GUI code is compared directly with the Win32 API and MFC, and the 25-fold expansion in code blamed directly on the strong typing in C++ (section 3). It is written by the creator of Tcl, whose reputation relies in part upon the success of Tcl. It is hosted on his personal website. To be entirely fair, the author makes some good points. It's unfortunate that he then undermines these by wildly exaggerating his claims by so blatantly picking and choosing his statistics. -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
/me wonders how hard it would be to port the source to Java... /me wonders how hard it would be to port the source to ASM... Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. Exactly as fast. :p -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
I am guessing this hard: $ find . -type f -name '*.cpp' -exec gcc `grep CFLAGS Makefile | sed 's/CFLAGS *= *//'` -S '{}' ';' I meant manually, line for line. -Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
It doesn't matter anymore. 5 years ago, maybe. But there's no real difference anymore. There are some exceptions however, for example swapping rgb to bgr, doing inline asm is a *little* quicker. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Phil Sent: June 1, 2003 10:14 PM To: [EMAIL PROTECTED] Subject: RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?) Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. ASM runs much faster than C++ because it's a lower-level programming language. Some could argue that it's the fastest understandable (if) programming language. -Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
On Mon, 2 Jun 2003 14:14:05 +1200 Phil [EMAIL PROTECTED] wrote: Aren't there tools that'll do that automatically? From what I've heard the compiled ASM runs as fast as the original C++, even. ASM runs much faster than C++ because it's a lower-level programming language. Some could argue that it's the fastest understandable (if) programming language. ...just joking. -_- I meant the ASM that a compiler would generate from the C++, as with the method in Jonah's post. Which would naturally run exactly as fast as the C++ it was generated from, because it'd have been generated by the same routines as used in compilation. -randomnine- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). The difference between script languages and compiled languages has nothing to do with power, expressiveness, or availability of libraries. Just check Python's libraries or expressive power. Performance is a moot point too. In a game like HL, the bottlenecks usually reside in the graphical engine and the network communications. I've rarely heard of a mod where performance local to the game logics actually made a difference. Unless you're Jeffrey himself, of course - but we only get a handful of modders who do such sophisticated stuff. :) I'm not saying that a script language wouldn't make any difference. For example, you can argue wether strong type checking is good or not - and we'd probably agree that it can be either, depending on the particular project you're undertaking. I suspect that the whole UnrealScript versus C++ debate has more to do with the language being proprietary or standard then with it being precompiled or script. Anyway, that's all for the sake of chatting. Now we know that we'll be able to use C++ in HL2. Still, I think it would be great if they added a good script language as a second option. --- Paolo Nusco Perrotta Holy Wars Team http://www.planethalflife.com/holywars ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Paolo, My post may have seemed unnecessarily harsh. For that, I apologize. No disrespect was intended. Clearly, I mistook your intent. At 11:31 AM 5/31/2003 +0200, you wrote: You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders