Modular Scripting Integration Thread
by JeffH · in Torque 3D Professional · 04/06/2014 (2:43 pm) · 69 replies
Recently, talks about a modular scripting system has been discussed in the posts below. For the legacy topic of this thread, please see the bold title below.
OLD THREAD USED TO BE:
I decided to integrate Squirrel Script into Torque3D. I have started to integrate it. You can follow my progress here:
https://github.com/JeffProgrammer/Torque3D/tree/Squirrel-Script
Please note that this is a development branch, and may cause things to break or not compile.
All code that I add myself will be under the MIT license.
Current Status:
VM Implemented.
OLD THREAD USED TO BE:
I decided to integrate Squirrel Script into Torque3D. I have started to integrate it. You can follow my progress here:
https://github.com/JeffProgrammer/Torque3D/tree/Squirrel-Script
Please note that this is a development branch, and may cause things to break or not compile.
All code that I add myself will be under the MIT license.
Current Status:
VM Implemented.
About the author
19 year old who loves programming with Torque3D!
#62
@dB,
I think I would be up for that brain damage. I need to get familiar with T3D again and get the newest version. Should I grab the master or development version? I also need to practice using Github more.
08/14/2014 (4:23 pm)
Quote:That is really funny. :)
From what I gathered engineAPI was at some point supposed to be a replacement for the console stuff, but in the end it seems to have mostly been turned into a way of adding even more docs
@dB,
I think I would be up for that brain damage. I need to get familiar with T3D again and get the newest version. Should I grab the master or development version? I also need to practice using Github more.
#63
08/14/2014 (4:36 pm)
Development all the way. We keep it reasonably stable. We've also not been able to release as quickly as we'd like, so master is a bit behind.
#64
That's what I thought when I first saw that feature in the new standard.
08/14/2014 (4:40 pm)
Quote:
I wonder if C++11 variadic templates will help make EngineAPI into what it was supposed to be.
That's what I thought when I first saw that feature in the new standard.
#65
The only good thing variadic templates would do is make those long function wrapper templates slightly easier to read. This could also be achieved by using a preprocessor.
The engine api lacks a lot of crucial bindings for core utility types. From what I recall there was also a big problem passing In strings since it explicitly required everything to be encoded as UTF16 (though even then I still had problems and had to force if to use UTF8).
The console related classes reach quite far into the engine though it's not too surprising and in a lot of cases its quite useful. Though I would advise against thinking everything in console == torque script. In a lot if cases I imagine stuff can be repurposed and generalized.
08/14/2014 (5:56 pm)
@danielThe only good thing variadic templates would do is make those long function wrapper templates slightly easier to read. This could also be achieved by using a preprocessor.
The engine api lacks a lot of crucial bindings for core utility types. From what I recall there was also a big problem passing In strings since it explicitly required everything to be encoded as UTF16 (though even then I still had problems and had to force if to use UTF8).
The console related classes reach quite far into the engine though it's not too surprising and in a lot of cases its quite useful. Though I would advise against thinking everything in console == torque script. In a lot if cases I imagine stuff can be repurposed and generalized.
#66
08/14/2014 (6:21 pm)
Quote:I would advise against thinking everything in console == torque script.Yep, good point.
#67
@JamesU,
Thanks for giving us some pointers on this.
@dB,
I think your approach of ripping it out and see where the leaks are is a really good idea. Then using JB Weld we can get it running again. Then put the scripting language back in with some crowbars, duct tape, and a welding torch.
08/14/2014 (7:17 pm)
Quote:This brings back really confusing memories.
I would advise against thinking everything in console == torque script.
@JamesU,
Thanks for giving us some pointers on this.
@dB,
I think your approach of ripping it out and see where the leaks are is a really good idea. Then using JB Weld we can get it running again. Then put the scripting language back in with some crowbars, duct tape, and a welding torch.
#68
EDIT: will need at least 3 crowbars.
08/14/2014 (9:15 pm)
It might also be useful to be able to draw a console/TS line in the source code. But yeah, your description sounds basically accurate :P.EDIT: will need at least 3 crowbars.
#69
And let's not forget that we can weld crowbars in place where duct tape is insufficient....
08/15/2014 (7:09 am)
Quote:I thought that's how it was being done before engineAPI....
The only good thing variadic templates would do is make those long function wrapper templates slightly easier to read. This could also be achieved by using a preprocessor.
And let's not forget that we can weld crowbars in place where duct tape is insufficient....
Torque Owner Daniel Buckmaster
T3D Steering Committee
EDIT after seeing James' post: I wonder if C++11 variadic templates will help make EngineAPI into what it was supposed to be. What information did you find was lacking? I assume that in the process of modularising scripting we would have to fix that.