John J.
I'm totally amazed. I sure could have used this insight with BlitzScript3D initially. I can visualize the cover of your book entitled: "How to write a Scripting Engine in 7 days with Blitz3D."
I create some weird opcodes for handling labels and jumps. Your opcode output is very elegant and holds true to nature. I'm gonna leave things in that area alone for now, but, i will definately take a second look at it in the future. At least for optimizing purposes.
I getting used to looking at BlitzScript3D code now. Its time to start adding these constructs:)
I'm totally amazed. I sure could have used this insight with BlitzScript3D initially. I can visualize the cover of your book entitled: "How to write a Scripting Engine in 7 days with Blitz3D."
I create some weird opcodes for handling labels and jumps. Your opcode output is very elegant and holds true to nature. I'm gonna leave things in that area alone for now, but, i will definately take a second look at it in the future. At least for optimizing purposes.
I getting used to looking at BlitzScript3D code now. Its time to start adding these constructs:)
Frank Taylor's Distorted Opcode for Select...Case ;Select expression mov eax,<expression> push eax jz start ;dummycase ;Case <expression> label_next mov eax,<expression> seq eax ;auto pops stack -> ecx and compares push ecx ;push ecx back to stack jz next ;statements jmp last ;Case expression$ label_next mov eax,<expression$> seq eax str ;auto pops stack to ecx and compare strings push ecx ;push ecx back to stack jz next ;statements jmp last ;Default label_next ;statements ;EndSelect label_last