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Ooh, time to take another crack at a level scripting language - AFAIK the original was ripped out right before release due to being too limited and replaced wit
by XorNot 3y ago
Ooh, time to take another crack at a level scripting language - AFAIK the original was ripped out right before release due to being too limited and replaced with just compiled C libraries.
- kevin42 3y agoYes. The original language was custom and turning into a nightmare. We talked about it over lunch one day and came up with the idea of building a c++ code generator so the level designers could do most of the work with the GUI we made, but the code could be edited by hand as well. Fun fact, the editor was called DALLAS, which from what I remember stood for "Don't ask Luke for Levels And Scripts". Luke was the only designer who could make things work with the original language. Personally, I'd love to rewrite it to use wasm.
- msk-lywenn 3y agoThe source includes AngelScript. Is it actually used by the game?
- kevin42 3y agoWe (Jeff Slutter and I) wanted to use it, but we were just in the 'exploration' phase. It's not connected to anything at the moment. Keep in mind this was 15 years ago, there are probably better options now.
- DonHopkins 3y agoI'm so glad you mentioned that important topic! See what I wrote about using JavaScript as a scripting language for games compiled to WebAssembly with emscripten and exposed to JavaScript with embind: https://news.ycombinator.com/item?id=40051289 https://news.ycombinator.com/item?id=40051289 Here's what I'm doing for Micropolis (open source SimCity), where the rubber hits the road. There are a bunch of comments in the code describing the approach and constraints. (Obviously analyzed and written with the help of ChatGPT!) https://github.com/SimHacker/MicropolisCore/blob/main/MicropolisEngine/src/emscripten.cpp https://github.com/SimHacker/MicropolisCore/blob/main/Microp... Implementing a JavaScript scripting SDK is the first step towards integrating browser-based visual programming languages like Snap! and Blockly, which make it easy to program extensions, like Sandspiel Studio! Snap!: https://snap.berkeley.edu/ https://snap.berkeley.edu/ Blockly: https://developers.google.com/blockly https://developers.google.com/blockly Sandspiel Studio: https://studio.sandspiel.club/ https://studio.sandspiel.club/ I've written lots more about Sandspiel Studio on Twitter and Hacker News: https://twitter.com/xardox/status/1777401152260247673 https://twitter.com/xardox/status/1777401152260247673 >I bet you could make Sandspiel Studio compile those Blockley-based visual programs into WebAssembly or GPU shader code! But actually it might be too fast since the fun is watching the flowers grow. I taught your flower blooming code to grow potatoes too! https://studio.sandspiel.club/post/7718 https://studio.sandspiel.club/post/7718 https://news.ycombinator.com/item?id=34561910 https://news.ycombinator.com/item?id=34561910 https://news.ycombinator.com/item?id=36003900 https://news.ycombinator.com/item?id=36003900 https://news.ycombinator.com/item?id=38044329 https://news.ycombinator.com/item?id=38044329 https://news.ycombinator.com/item?id=38044498 https://news.ycombinator.com/item?id=38044498 https://news.ycombinator.com/item?id=39601709 https://news.ycombinator.com/item?id=39601709 https://news.ycombinator.com/item?id=38016554 https://news.ycombinator.com/item?id=38016554 https://news.ycombinator.com/item?id=33700318 https://news.ycombinator.com/item?id=33700318