I've been thinking about the scripting system. I guess it really depends on the developers goals. All this examples are just thoughts. I haven't tried them out yet.
If one's goal is to make there game modible, then the Script System is good because it shouldn't get you into legal troubles.
If you're only consider about making the game yourself tho, no community. There's other options too. I was thinking this.
So the idea has 3 levels. Engine Style Includes, Main, Custom Hardcoding for levels.
Basicly, the idea is u can have an .exe per level if u're cool with that. U'll have a StartUp.exe. That's like your main menu or whatever. Then, when u load a game or pick a stage. The custom exe gets called and StartUp.exe is ended.
In your custom exe, U'll probably have this
This would be faster than using a script system. Just bigger overall because blitz3d doesn't make DLLs( :( ).
If blitz3d has memory addressing for it's types( not this array handle stuff ). U could actually have 2 .exes running per level. So say u're loading your level, while the types and entities are being made, u send there address to a .txt file. Then in your other .exe(the script), u load up the address from your main.exe into your level(x).exe and start your checks( this probably could work for entites, not types tho ).
Because level.exe doesn't generate graphics on it's own screen and such, it shouldn't slow anything down really.
Again, DLLs would make this easier and cleaner, but i think u guys get the idea.
Just wanted to share some thoughts.
If one's goal is to make there game modible, then the Script System is good because it shouldn't get you into legal troubles.
If you're only consider about making the game yourself tho, no community. There's other options too. I was thinking this.
So the idea has 3 levels. Engine Style Includes, Main, Custom Hardcoding for levels.
Basicly, the idea is u can have an .exe per level if u're cool with that. U'll have a StartUp.exe. That's like your main menu or whatever. Then, when u load a game or pick a stage. The custom exe gets called and StartUp.exe is ended.
In your custom exe, U'll probably have this
Include "Engine" ; The custom types and functions u've made. Include "Main" ; controls and such **now you put your custom per level coding here"
This would be faster than using a script system. Just bigger overall because blitz3d doesn't make DLLs( :( ).
If blitz3d has memory addressing for it's types( not this array handle stuff ). U could actually have 2 .exes running per level. So say u're loading your level, while the types and entities are being made, u send there address to a .txt file. Then in your other .exe(the script), u load up the address from your main.exe into your level(x).exe and start your checks( this probably could work for entites, not types tho ).
Because level.exe doesn't generate graphics on it's own screen and such, it shouldn't slow anything down really.
Again, DLLs would make this easier and cleaner, but i think u guys get the idea.
Just wanted to share some thoughts.