On Monday, 17 October 2005 22:33, Nicolas Weeger wrote: > Hello everyone. Welcome Ryo :)
> I just decided to try my skills on coding for Wesnoth :) > I saw the thread about Python AI, and decided that could be fun to do. Great. > Disclaimer: i'm not a Python developer (ok, i can read scripts, and > write small ones, but i never coded for big stuff), but i consider > myself a decent C++ one (feel free to smack down that opinion in due > time). So if there are Python coders, i'd be interested in having their > opinions on how to expose Wesnoth structures, events, ... to the scripts. > I did help some for the Python plugin for another C game, Crossfire ( > http://crossfire.real-time.com ), for which I also develop. So I know > some basics of Python/C (and C++ should be the same) interaction, and > have a few tips on how to expose structures and such. Last time I heard about this, Dave talked about Boost::Python [0], may be you can have a look at it. > I'll go dig in archives for Python/AI-related discussion, and poke the > source for a few days, then I'll try to start a discussion on that topic :) There hasn't been too much discussion about that issue IIRC. > My IRC nickname is Ryo_, forum and Gna is Ryo, I'm online in the > evenings (GMT+2), and I use Windows. Well, we won't take into account that fact :P, actually Dave, the main developer, also uses Windows. Best regards [0] http://www.boost.org/libs/python/doc/index.html -- Isaac Clerencia at Warp Networks, http://www.warp.es Work: <[EMAIL PROTECTED]> | Debian: <[EMAIL PROTECTED]>
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