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Re: Scripting in games.
J. Perkins wrote:
>>> It has been my experience that the *best* way to this stuff is via
>>> a plugin/component system. No matter how much stuff you give the
>>> scripters, there will always be something you didn't think of.
>>
>>
>> Wasn't that the idea of doing scripts in the first place? The
>> scripts *are* the plugins.
>
>
> I meant a plugin system for the C code, but it seems like you've
> got the mechanics of this covered already, and it's up to the
> PLIB-based application to decide how it should work (and not
> PLIB itself).
Ah - OK - yes. The idea is that the application (ie the game), creates
a simple table of string/arg-count/pointer-to-function which the PSL
compiler/interpreter makes visible to the scripts. Hence, the application
can create plugins for the scripting language - which thus remains
application-neutral.
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