[gameprogrammer] Re: server side scripting
- From: Roger D Vargas <luo_hei@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Sat, 26 May 2007 09:13:59 -0400
Havent been finished. They have a lot of work done, but project leader
dissapeared. I have the client and server code, but never tested it to
see how advanced it is.
Currently my code does:
* flexible entity creation (C++ code knows nothing about high level
stuff like stats and skills, right now I can add a new basic stat
without changing/recompiling server core)
* scripts have access to entities, server time, so a limited AI is possible
I have managed quite well to find errors until now, even when my system
isnt "deterministic" as he says it should be.
Chris Nystrom escribió:
On 5/25/07, Roger D Vargas <luo_hei@xxxxxxxx> wrote:
I have designed my server oriented to heavy scripting. C++ code does low
level stuff, but knows nothing about entity attributes (stats, skills,
items). All that stuff is handled by lua scripts.
A friend told me that approach is very bad. His solution is to define a
server/client specific language that gets checked at compilation time,
opposite to my approach (code is checked at runtime).
REally is that bad to make server dependant of scripts?
Does your code work?
How good is your friends game?
Chris
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- References:
- [gameprogrammer] server side scripting
- From: Roger D Vargas
- [gameprogrammer] Re: server side scripting
- From: Chris Nystrom
Other related posts:
- » [gameprogrammer] server side scripting
- » [gameprogrammer] Re: server side scripting
- » [gameprogrammer] Re: server side scripting
- » [gameprogrammer] Re: server side scripting
- » [gameprogrammer] Re: server side scripting
On 5/25/07, Roger D Vargas <luo_hei@xxxxxxxx> wrote:
I have designed my server oriented to heavy scripting. C++ code does low level stuff, but knows nothing about entity attributes (stats, skills, items). All that stuff is handled by lua scripts. A friend told me that approach is very bad. His solution is to define a server/client specific language that gets checked at compilation time, opposite to my approach (code is checked at runtime). REally is that bad to make server dependant of scripts?
Does your code work? How good is your friends game? Chris
- [gameprogrammer] server side scripting
- From: Roger D Vargas
- [gameprogrammer] Re: server side scripting
- From: Chris Nystrom