Mail Archives: djgpp/1998/01/16/19:25:01
From: | Vic <tudor AT cam DOT org>
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | Re: Scripts
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Date: | Fri, 16 Jan 1998 18:11:46 -0500
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Organization: | Communications Accessibles Montreal, Quebec Canada
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Lines: | 21
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Message-ID: | <34BFE932.10E2@cam.org>
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References: | <34BF9C69 DOT A3F0F3B2 AT iname DOT com>
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NNTP-Posting-Host: | dialup-507.hip.cam.org
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Alejandro Martin Sanchez wrote:
> Where I can find information that techme how to intepreting scripts
> those like as have the Quake game (or I donīt remember whatīs game)?
> Something easy, no is necesary to be... Wowwww! Cool! Itīs enought with
> explain to me whatīs is the best sintax, how to doing... etc. This kind
> of thing.
Ugh, first of all, you should try asking this in rec.games.programmer
and also search on dejanews about scripting languages, I started a
couple of threads on this too. I'm also interested in this, but I don't
have much info. What I can tell you is you should use Flex combined with
Bison for the parser (Flex lexes the source returning tokens while Bison
interprets those tokens;together they make your parser) and then
transform this into a binary tree.
You transform the source into bytecode (like pseudo-assembly
instructions) and you have a virtual machine interpreting the bytecode.
Your script has a stack and instruction pointer etc working a lot like a
CPU. You should go to www.gamasutra.com in the programming section.
There is an article on COG, the scripting language used in Jedi Knight.
I hope this helps a bit.
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