What about a script interpreter for Irrlicht
With a language that is extremely easy to learn.
and a management program to go along with it. That would contain the nodes, scripts, textures, models, worlds and there settings... and when you choose to make the EXE it will tack the script on the end of a script runner, and then tacks all the media files if preferred. So you are left with a simple .EXE file...
{even tack the irrlicht.dll....???}
A script interpreter shouldn't be THAT hard, I have been messing around with string manipulation and looping through files.
I'm just not good at WinAPI, but I guess I could use widgets, although i hate those... err I guess I could learn just enough for the management program.
anyways, I haven't even started. Just messed around with a few tests on the interpreter.
So, what do yah think....?
easy irrlicht scripting language and management program
Sounds like something I'm working on. Glad to know I'm not the only one with this madness!
I'm working on 3 modules: IrrSkript, IrrPak, and IrrKonsole.
IrrSkript is a very very basic BASIC based scripting language that should be insanely expandable, insanely small, and insanely fast. People say I'm insane.
IrrPak is a graphical resource program that takes game resources (like meshes, texts, graphics, gui layouts, etc), packs them with a compresser into "Cartridges," which can be loaded by IrrSkript, and resources used with symbolic names. Instead of having to worry about the name/path/type/layout/existance of a file, you simply ask IrrPak for a texture named "SuperMario," and you either get the packed file, or in case it was never packed, a "test pattern" texture that doesn't crash the program, but logs the mistake so it can be rectified.
IrrKonsole is planned to be a cross platform system that uses IrrSkript and IrrPak to play games. You can run a IrrKonsole system on a PC, Mac, XBox, GameCube, whatever, and it uses the exact same IrrSkripts and IrrPak Cartridges. So you don't have to compile a separate verson for every console/operating system/computer system... and should a company with a legit licence for some console out there implement a IrrKonsole system, you could run your code on consoles like XBox and Gamecube.
Big dreams, I know. But I've been dreaming them for about 7 years. Dreams tend to expand over time! HAHA.
If you'd like to talk about your ideas, and maybe get togeather and make a big project instead of competing against each other (HAHAHA), contact me! PM, on the board, or if you would like, Email. That would be just awesome!
Didn't mean to steal your thunder...
I'm working on 3 modules: IrrSkript, IrrPak, and IrrKonsole.
IrrSkript is a very very basic BASIC based scripting language that should be insanely expandable, insanely small, and insanely fast. People say I'm insane.
IrrPak is a graphical resource program that takes game resources (like meshes, texts, graphics, gui layouts, etc), packs them with a compresser into "Cartridges," which can be loaded by IrrSkript, and resources used with symbolic names. Instead of having to worry about the name/path/type/layout/existance of a file, you simply ask IrrPak for a texture named "SuperMario," and you either get the packed file, or in case it was never packed, a "test pattern" texture that doesn't crash the program, but logs the mistake so it can be rectified.
IrrKonsole is planned to be a cross platform system that uses IrrSkript and IrrPak to play games. You can run a IrrKonsole system on a PC, Mac, XBox, GameCube, whatever, and it uses the exact same IrrSkripts and IrrPak Cartridges. So you don't have to compile a separate verson for every console/operating system/computer system... and should a company with a legit licence for some console out there implement a IrrKonsole system, you could run your code on consoles like XBox and Gamecube.
Big dreams, I know. But I've been dreaming them for about 7 years. Dreams tend to expand over time! HAHA.
If you'd like to talk about your ideas, and maybe get togeather and make a big project instead of competing against each other (HAHAHA), contact me! PM, on the board, or if you would like, Email. That would be just awesome!
Didn't mean to steal your thunder...
Sounds just like something I've been looking for, for a personal project. Just a hint: If you provide a C callback interface for your language to make it possible to extend it, please add a user data int to it. (See here what I mean, if this was confusing: http://www.irrlicht3d.org/pivot/entry.php?id=54)AutoDMC wrote:IrrSkript is a very very basic BASIC based scripting language that should be insanely expandable, insanely small, and insanely fast. People say I'm insane.
The way C callbacks work in IrrSkript is that you register a command (say "SETMESH") with the parser. You hand the parser a "C" string with the command's name ("SETMESH") and a callback to your setmesh function (*setmesh). When a "SETMESH" command is found in the script, all the parameters are pushed onto a stack, and the callback function is given the stack to do with as it pleases. I hadn't really planned to have parameter checking as part of the parser, to keep the parser brain-dead simple.
All variables are of type IS_Var, a class. IS_Var, like variables in BASIC, can be any type; the data is extracted with functions like "getFloat" or "getString".
I am guessing that you simply want the register function to accept a pointer to the callback-function and an int, and that when the parser calls your function, that it passes the int and the stack to it?
All variables are of type IS_Var, a class. IS_Var, like variables in BASIC, can be any type; the data is extracted with functions like "getFloat" or "getString".
I am guessing that you simply want the register function to accept a pointer to the callback-function and an int, and that when the parser calls your function, that it passes the int and the stack to it?