Scripting Language
by Jeremy Easoz · in Torque Game Engine · 04/01/2004 (7:24 pm) · 1 replies
Ive been thinking about this for a long time, and since they pulled out the network code and created the TNL, I thought it would be cool to have something like that with the scripting language.
I wonder if what I am thinking would actually work.
Imagine a minute that there is a TSL (Torque Scripting Language/Layer, whatever)
Say I create a 2D Engine for windows and I use the TSL for all game logic. In theory, I could port my 2D Engine to any other platform and TSL, and not have to rewrite my game logic? (maybe not even the tsl, just have it compile on windows or something and just distribute the precompiled script packages?)
Hrm I wonder if something like that would actually help.
Notes
Editors
Windows
Visual Studio .Net IDE (Plugin)
Linux
???
Mac
XCode (is that the name?, Plugin)
Crossplatform
Eclipse
JEdit
The plugin would facilitate, code editing (usual bells and whistles), script compiling, debugging, and distribution at 2 levels (Intermediate and Ship)
Intermediate would just be the .dso
Ship would be the .dso packaged into there own .zip, all of the scripts into 1 .zip or how ever you set it up.
TSL
SDK - Interfacing the torque scripting language/layer into your application/engine at various levels.
Full - Compile and Execute from your application.
Minimal - Execute precompile script packages from your application. (if thats possible)
Stand Alone,
Windows, Mac, and Linux, would have precompile exe for creating script packages (this is mostly for applications that want the "minimal support", so you could do things like port your 2d engine to a pda or another platform and the execution layer, so you can read/execute the precompile script packages and then remote debug it from the ide with your remote debugger :P (in an ideal world)
So, would that be possible?
Im not to sure about that "Minimal" I will do some research on it and see, hopefully its not an "ALL or NOTHING" type deal.
Would anyone be interested in this?
(I wish posts would keep there formatting)
I wonder if what I am thinking would actually work.
Imagine a minute that there is a TSL (Torque Scripting Language/Layer, whatever)
Say I create a 2D Engine for windows and I use the TSL for all game logic. In theory, I could port my 2D Engine to any other platform and TSL, and not have to rewrite my game logic? (maybe not even the tsl, just have it compile on windows or something and just distribute the precompiled script packages?)
Hrm I wonder if something like that would actually help.
Notes
Editors
Windows
Visual Studio .Net IDE (Plugin)
Linux
???
Mac
XCode (is that the name?, Plugin)
Crossplatform
Eclipse
JEdit
The plugin would facilitate, code editing (usual bells and whistles), script compiling, debugging, and distribution at 2 levels (Intermediate and Ship)
Intermediate would just be the .dso
Ship would be the .dso packaged into there own .zip, all of the scripts into 1 .zip or how ever you set it up.
TSL
SDK - Interfacing the torque scripting language/layer into your application/engine at various levels.
Full - Compile and Execute from your application.
Minimal - Execute precompile script packages from your application. (if thats possible)
Stand Alone,
Windows, Mac, and Linux, would have precompile exe for creating script packages (this is mostly for applications that want the "minimal support", so you could do things like port your 2d engine to a pda or another platform and the execution layer, so you can read/execute the precompile script packages and then remote debug it from the ide with your remote debugger :P (in an ideal world)
So, would that be possible?
Im not to sure about that "Minimal" I will do some research on it and see, hopefully its not an "ALL or NOTHING" type deal.
Would anyone be interested in this?
(I wish posts would keep there formatting)
About the author
Associate Kyle Carter