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tupone | I'm working on integrating python on my pythonPlugin branch. Before going deep is someone doing anything similar, or that was already done and discarded ? | 10:12 |
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blast007 | why python over something like AngelScript or Squirrel? | 11:37 |
blast007 | is the goal to replace C/C++ plugins with a scripting language? | 11:39 |
tupone | python is well known and yes, is for the plugin | 11:40 |
blast007 | Python will be annoying though since they dropped support for older Windows (Windows 7 and Vista) | 11:42 |
tupone | however is only for the server | 11:43 |
blast007 | bzfs is on Windows too | 11:43 |
tupone | yes, I know | 11:44 |
blast007 | 2.99 had the start of a C/C++ plugin that let you run python scripts: https://github.com/BZFlag-Dev/bzflag/tree/2.99/plugins/python | 11:48 |
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tupone | I would like to test something easier for me. Load a python file (only one) and call something like bzSpawnEvent if defined in python | 13:47 |
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Agatha | "python is well known" -> indeed. I've never even heard of AngelScript or Squirrel. Note: another well-known choice would be Lua. | 17:13 |
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blast007 | AngelScript is used by SuperTuxKart | 18:02 |
SpringTank | >Python will be annoying though since they dropped support for older Windows (Windows 7 and Vista) | 19:29 |
SpringTank | I agree with Agatha, lua is super easy to script with. | 19:29 |
SpringTank | and as blast has said, the implementation has already been started | 19:30 |
Agatha | To clarify: I am not a fan of Lua; I'd much prefer Python. I'm just saying that both are common. Actually, Lua is probably even more common for game scripting (why I know about it). | 19:30 |
the_map | Lua is 1-indexed :( | 19:32 |
blast007 | I didn't really like Lua the last time we tried it (also in 2.99) | 19:34 |
blast007 | I can't really why exactly though.. it's been a while :) | 19:34 |
blast007 | (I disliked it beyond coding in it as well, since our implementation used a modified version of Lua, so we were gonna havae to maintain a custom build) | 19:35 |
blast007 | have* | 19:35 |
SpringTank | >Lua is 1-indexed | 19:36 |
SpringTank | i forgot about this | 19:36 |
blast007 | oh yeah.. that was (pun intended) one reason :P | 19:36 |
the_map | the 1-indexing is about the only thing I remember from playing with Lua :) | 19:36 |
blast007 | "Efforts have been made to let it call standard C functions and C++ methods with little to no need for proxy functions. The application simply registers the functions, objects, and methods that the scripts should be able to work with and nothing more has to be done with your code. The same functions used by the application internally can also be used by the scripting engine, which eliminates ... | 19:37 |
SpringTank | guys, why don't we just do it in C++? | 19:37 |
blast007 | ... the need to duplicate functionality." -AngelScript | 19:37 |
SpringTank | :P | 19:37 |
blast007 | SpringTank: embed a C++ compiler in bzfs? perfect! | 19:38 |
SpringTank | no, a C++ interpreter | 19:38 |
SpringTank | it's like scripting, but uses C++ syntax | 19:38 |
blast007 | so basically AngelScript? :) | 19:38 |
SpringTank | oh wait that's C# | 19:38 |
SpringTank | yes | 19:39 |
the_map | if you want another language, do it all in the precompiler | 19:39 |
SpringTank | just use shaders that compile at runtime | 19:39 |
the_map | "I'm getting a lot of jitter" "yeah that's 'just-in-time' compiling, that's what that stands for. it means it's running efficiently the more jitter you have" | 19:40 |
SpringTank | Jitter: When the game engine doesn't throw out old packets. | 19:43 |
Agatha | Suspiciously, tanks only jitter when bullets are about to hit. This is actually merely because they get nervous. | 20:36 |
tupone | Implemented the SpawnPosEvent in python. Not so concise :) | 20:52 |
tupone | but the airspawn plugin is now mostly pos['z'] += random() * 100.0 | 20:55 |
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