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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: server side scripting
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 possibleI 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@yahoo.es> 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 -- http://dsgp.blogspot.com | Linux, programación, juegos Have no place I can be since I found Serenity But you can’t take the sky from me______________________________________________ LLama Gratis a cualquier PC del Mundo. Llamadas a fijos y móviles desde 1 céntimo por minuto. http://es.voice.yahoo.com --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
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