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Thread: Deciding a scripting engine

  1. #1

    Deciding a scripting engine

    I'm thinking about a project for a near future (it means "some day after PGD-Annual'09" ). It will be a development environment (actually an IDE), and I decided to do it script-able. Actually all the functionality of the application will be written as script except the most basic actions (i.e. the kernel). Initially I planned to use Pascal Script but since the IDE will support different languages (unlimited thanks to the SynEdit engine) I'm now looking for a scripting engine that allows more than one language.

    I've found FastScript, which allows to define a new script language from a XML file, but it's shareware.

    I can improve my old BAScript virtual machine, which uses a FORTH-like low-level language and should be easy to write a translator (compiler) from other languages. I never used it for a real project and I know it needs a big improvement but I'm tempted to use it with a BASIC-like language and add more languages (C-like) in later versions.

    An alternative would be to use Lua, which is popular and there are a nice wrapper by Eon Clash. Unfortunatelly I never used Lua as language and most tutorials are directed for an specific purpose.

    What do you think?
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  2. #2
    Legendary Member NecroDOME's Avatar
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    Re: Deciding a scripting engine

    (What came to my mind was the .NET stuff. C#, C++, Java, Chrome(Pascal) etc. compiled to a the same intermediate language.)

    - What you also could do is make an IDE and provide different compilers.
    - -OR- as you need a runtime-environment, you can support there all the languages with the 'kernel' to guide everything into the correct direction.
    For example: I make a program in Pascal script and I can call trough the kernel a function in some sort of Lua script.

    I'm also still wandering around if I need to implement a scripting engine in my game engine. The thing is that I actually don't need it, but I want it for fun. Sometimes scripting can make things simple and quick without recompiling and/or restarting the whole engine.

    Edit: I like the idea if the languages can work together somehow. btw, what is your plan to use it for?
    NecroSOFT - End of line -

  3. #3

    Re: Deciding a scripting engine

    Clicky

    Not free but check it out.
    Jarrod Davis
    Technical Director @ Piradyne Games

  4. #4

    Re: Deciding a scripting engine

    Quote Originally Posted by NecroDOME
    Edit: I like the idea if the languages can work together somehow. btw, what is your plan to use it for?
    I don't want to explain it "clear" yet, but I'm not comfortable with current IDEs so I decided to do it by myself. The main idea is to do it flexible so users can add or modify its functionality in several ways: i.e. integrate a debugger or add an option to commit modified files to the version control system or to upload them to the web server, etc. But much more.

    Quote Originally Posted by NecroDOME
    I'm also still wandering around if I need to implement a scripting engine in my game engine. The thing is that I actually don't need it, but I want it for fun. Sometimes scripting can make things simple and quick without recompiling and/or restarting the whole engine.
    Do it. I did it. It worth the effort. I did learn a lot.

    Quote Originally Posted by Jarrod Davis
    Clicky

    Not free but check it out.
    Thanks for the suggestion, but I was looking for a platform independent solution, and it seems as it's only for iX86/AMD architectures.
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  5. #5

    Re: Deciding a scripting engine

    Python
    From brazil (:

    Pascal pownz!

  6. #6

    Re: Deciding a scripting engine

    RemObjects Pascal Script: http://devcenter.remobjects.com/articles/?id={2FFC1EE9-F18D-4B11-9DE4-1BA0A79D0D04}

    or, but not free, paxScript: http://eco148-88394.innterhost.net/paxscript, which supports Basic, Pascal, JavaScript and "C".

    Thomas

  7. #7
    Legendary Member NecroDOME's Avatar
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    Re: Deciding a scripting engine

    maybe you like this idea: In every IDE you have to press a button, then it starts compiling/building whatever. You can also do that on the fly in the background. The user can type, and while typing, the code is build in the background. This way the user gets feedback after typing without pressing the compile/build button.
    NecroSOFT - End of line -

  8. #8
    Legendary Member NecroDOME's Avatar
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    Re: Deciding a scripting engine

    I'm throwing with ideas now

    You could also add a function that could work together with SVN. If you for example add a file, that that file is also added in svn. Same for renaming/removing.

    Edit: Compiling shader with the commandline shader compiler that ships with DirectX could also be a nice feature
    NecroSOFT - End of line -

  9. #9

    Re: Deciding a scripting engine

    Quote Originally Posted by arthurprs
    Python
    Same problem than Lua: I never used it. BTW, how can I use it from Lazarus/FPC projects?

    Quote Originally Posted by KidPaddle
    RemObjects Pascal Script: http://devcenter.remobjects.com/articles/?id={2FFC1EE9-F18D-4B11-9DE4-1BA0A79D0D04}

    or, but not free, paxScript: http://eco148-88394.innterhost.net/paxscript, which supports Basic, Pascal, JavaScript and "C".

    Thomas
    Thanks for the suggestions. I was looking for information about Pascal Script. It seems it's possible to use it in Lazarus/FPC but it needs some changes. I'm "studying" it.

    Quote Originally Posted by NecroDOME
    ... lots of interesting suggestions ...
    Really interesting. I did plan some of them as the SVN integration.

    Anyway, as my IDE will have that scripting engine it will be possible to add that functionality as plug-in or extension (i.e. add a menu option to call the shader compiler )
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  10. #10
    Legendary Member NecroDOME's Avatar
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    Re: Deciding a scripting engine

    Sounds nice
    NecroSOFT - End of line -

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