Remember we have a python example, called Moosik.  Apparently the scripts 
don't even need to be compiled, so if ya wanna see it in action check it 
out.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, January 15, 2007 10:03 PM
Subject: Re: [Audyssey] Another perspective on programming games


> can pithon interface with directX then?
>
> Josh
>
> ----- Original Message ----- 
> From: "Nolan Darilek" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Monday, January 15, 2007 9:52 PM
> Subject: Re: [Audyssey] Another perspective on programming games
>
>
>> Replying to both of these messages because I seem to have missed one.
>>
>> On Jan 15, 2007, at 2:35 AM, shaun everiss wrote:
>>
>>> I have the vb stuff but another language would be cool.
>>> What restrictions is ruby over say c#?
>>>
>> A bit slower, but audio games are generally not as demanding as their
>> graphical counterparts. You're also restricted to distributing the
>> source with your applications as both are interpreted, though there
>> are utilities for both to convert the scripts to windows executables.
>>
>>
>>> At 08:52 p.m. 15/01/2007, you wrote:
>>>> that sounds a whole lot easier. if i remember that looks like ruby
>>>> code, as
>>>> i've seen the midi scripter that emanuel borsboom wrote in ruby,
>>>> and to
>>>> script midi uses lines like that.
>>>>
>> Yeah, that's one of the more advanced features that I like--you can
>> design what are called "domain-specific languages," mini-programming
>> languages for doing very specific tasks. See, for instance, how I'm
>> defining game menus in the game I'm planning to release after Torrent:
>>
>> menu do
>> menu("Start game") do
>> item("Easy") do
>> WaveManager.difficulty = WaveManager.Easy
>> Game.start
>> end
>> item("Hard") do
>> WaveManager.difficulty = WaveManager.hard
>> Game.start
>> end
>> end
>> item("Configure") do
>> end
>> item("Exit") do
>> Game.shutdown
>> end
>> end
>>
>> What I've done here is define a game menu with three items--"Start
>> game", "Configure" and "Exit." The "Start game" menu item brings up a
>> submenu with two items, "Easy" and "Hard." Each of these sets
>> WaveManager.difficulty appropriately and starts the game. The
>> "Configure" item does nothing for now. "Exit" shuts down the game.
>>
>> Now, none of that is standard Ruby. I'm basically developing my own
>> mini-language for defining menus from within Ruby itself, and it's
>> super easy. This is also very easy to extend to something like, say,
>> game entity scripting, so you can easily develop mini-languages for
>> creating missions, levels, etc.:
>>
>> ship do
>> name = "CNV Titan"
>> position = [100, 200, 0]
>> speed = 0
>> mode = :peaceful
>> end
>>
>> or something similar. The possibilities are quite exhaustive for what
>> can be accomplished with domain-specific languages.
>>
>> Anyhow, as I stated, that's a rather advanced feature of Ruby, but it
>> gives you some sense of what is possible. It's an easy language, but
>> no toy or Kids Programming Language. :P
>>
>>
>>>> however, i didn't realise ruby could actually be coded in windows.
>>>> i tried
>>>> to download ruby but all i got was the interpreter. it didn't
>>>> include any
>>>> docs on how to script it or anything.
>>>>
>> Yeah, that's all there is to it. For a good introductory book, see:
>>
>> http://rubycentral.com/book
>>
>>
>>>> and you say it can interface to dx? wow!
>>>>
>> No, I didn't say that. As far as I know, it can't. It does, however,
>> work nicely with SDL which is a DirectX alternative.
>>
>>
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