In game Scripting

BlitzMax Forums/BlitzMax Programming/In game Scripting

Leon Drake(Posted 2007) [#1]
Well, I had an idea on how to do it. So i figured i'd give it a shot on writing an in game scripting lib. i posted what i got so far in the code archives.
http://www.blitzbasic.com/codearcs/codearcs.php?code=2015


*(Posted 2007) [#2]
personally I would use banks to hold the variable values and then work from there, this in theory would allow you to have a programming language within an programming language.


Helios(Posted 2007) [#3]
Its not bad but personally I would go for pre-compilation to a byte-code format, its usually far more efficient even if it does have the compile-time penalty.

If you do want to go down that route then you may want to take a peak at the source code for an old scripting language I made called MicroC. Its not as efficient as it could be but its a good example of byte-code compilation.
http://www.binaryphoenix.com/index.php?action=viewproject&pid=11


Leon Drake(Posted 2007) [#4]
thanks, actually i would prefer byte-code compilation so my script files post compiled aren't accessible through notepad.


Leon Drake(Posted 2007) [#5]
just added select statements to the code.

updating the source in the code archives.