Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
 Anyway, that's all for the sake of chatting. Now we know that we'll
 be able to use C++ in HL2. Still, I think it would be great if they
 added a good script language as a second option.

/me wonders how hard it would be to port the source to Java...

-randomnine-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil
 /me wonders how hard it would be to port the source to Java...

/me wonders how hard it would be to port the source to ASM...


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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
 Anyway, I'm sorry if that sounded arrogant. I should have added: most
 people I talked with about that. :) I've met lots of persons who think that
 script languages are toy languages, which is not justified by the current
 state of the art (http://home.pacbell.net/ouster/scripting.html).

He states initially and in closing that scripting languages and system
programming languages (C, C++, ...Java) do and should complement each
other. The remainder of the article is largely a head-to-head
comparison of Tcl and C/C++ solely in the areas where Tcl's strengths
come through. Tcl's GUI code is compared directly with the Win32 API
and MFC, and the 25-fold expansion in code blamed directly on the
strong typing in C++ (section 3). It is written by the creator of Tcl,
whose reputation relies in part upon the success of Tcl. It is hosted
on his personal website.

To be entirely fair, the author makes some good points. It's
unfortunate that he then undermines these by wildly exaggerating his
claims by so blatantly picking and choosing his statistics.

-randomnine-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
  /me wonders how hard it would be to port the source to Java...

 /me wonders how hard it would be to port the source to ASM...

Aren't there tools that'll do that automatically? From what I've heard
the compiled ASM runs as fast as the original C++, even.

Exactly as fast. :p

-randomnine-
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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil

 I am guessing this hard:

 $ find . -type f -name '*.cpp' -exec gcc `grep CFLAGS Makefile | sed
 's/CFLAGS *= *//'` -S '{}' ';'

I meant manually, line for line.

-Phil


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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Tony \omega\ Sergi
It doesn't matter anymore. 5 years ago, maybe. But there's no real
difference anymore. There are some exceptions however, for example swapping
rgb to bgr, doing inline asm is a *little* quicker.

omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Phil
 Sent: June 1, 2003 10:14 PM
 To: [EMAIL PROTECTED]
 Subject: RE: Script languages (was Re: [hlcoders] Half-Life 2:
 Programming, Hmm?)

  Aren't there tools that'll do that automatically? From what I've heard
  the compiled ASM runs as fast as the original C++, even.

 ASM runs much faster than C++ because it's a lower-level programming
 language. Some could argue that it's the fastest understandable (if)
 programming language.

 -Phil


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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread RDG O'Sullivan
On Mon, 2 Jun 2003 14:14:05 +1200 Phil [EMAIL PROTECTED] wrote:

  Aren't there tools that'll do that automatically? From what I've heard
  the compiled ASM runs as fast as the original C++, even.

 ASM runs much faster than C++ because it's a lower-level programming
 language. Some could argue that it's the fastest understandable (if)
 programming language.

...just joking. -_-

I meant the ASM that a compiler would generate from the C++, as with
the method in Jonah's post. Which would naturally run exactly as fast
as the C++ it was generated from, because it'd have been generated by
the same routines as used in compilation.

-randomnine-
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-31 Thread botman
 Paolo,

 There is absolutely no way for you to backup this assertion.

 You certainly have not conducted any sort of survey of most
 people to determine what their views are or what influenced them.

...and Michael, there's no way for you to back up the assertion that Paolo
can't back up his assertion.  Kind of a pointless argument, don't you think?
:)

Jeffrey botman Broome

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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-31 Thread Sniper
The discussion has ended, C++ will be the official language for Half-Life
2's SDK. Erik Johnson replied to question at hand.

Please, no more flame-worthy/pointless scripting VS C++ discussions.

Sniper

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 30, 2003 1:08 PM
Subject: Re: [hlcoders] Half-Life 2: Programming, Hmm?


  Paolo,
 
  There is absolutely no way for you to backup this assertion.
 
  You certainly have not conducted any sort of survey of most
  people to determine what their views are or what influenced them.

 ...and Michael, there's no way for you to back up the assertion that Paolo
 can't back up his assertion.  Kind of a pointless argument, don't you
think?
 :)

 Jeffrey botman Broome

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Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-05-31 Thread Paolo \Nusco\ Perrotta
 You certainly have not conducted any sort of survey of most
 people to determine what their views are or what influenced them.

...and Michael, there's no way for you to back up the assertion that Paolo
can't back up his assertion.  Kind of a pointless argument, don't you
think? :)

Anyway, I'm sorry if that sounded arrogant. I should have added: most
people I talked with about that. :) I've met lots of persons who think that
script languages are toy languages, which is not justified by the current
state of the art (http://home.pacbell.net/ouster/scripting.html).

The difference between script languages and compiled languages has nothing
to do with power, expressiveness, or availability of libraries. Just check
Python's libraries or expressive power. Performance is a moot point too. In
a game like HL, the bottlenecks usually reside in the graphical engine and
the network communications. I've rarely heard of a mod where performance
local to the game logics actually made a difference. Unless you're Jeffrey
himself, of course - but we only get a handful of modders who do such
sophisticated stuff. :)

I'm not saying that a script language wouldn't make any difference. For
example, you can argue wether strong type checking is good or not - and we'd
probably agree that it can be either, depending on the particular project
you're undertaking. I suspect that the whole UnrealScript versus C++ debate
has more to do with the language being proprietary or standard then with
it being precompiled or script.

Anyway, that's all for the sake of chatting. Now we know that we'll be able
to use C++ in HL2. Still, I think it would be great if they added a good
script language as a second option.

---
Paolo Nusco Perrotta
Holy Wars Team
http://www.planethalflife.com/holywars


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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-05-31 Thread Michael A. Hobson
Paolo,

My post may have seemed unnecessarily harsh.

For that, I apologize.

No disrespect was intended.

Clearly, I mistook your intent.

At 11:31 AM 5/31/2003 +0200, you wrote:
 You certainly have not conducted any sort of survey of most
 people to determine what their views are or what influenced them.
...and Michael, there's no way for you to back up the assertion that Paolo
can't back up his assertion.  Kind of a pointless argument, don't you
think? :)
Anyway, I'm sorry if that sounded arrogant. I should have added: most
people I talked with about that. :) I've met lots of persons who think that
script languages are toy languages, which is not justified by the current
state of the art (http://home.pacbell.net/ouster/scripting.html).
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email:  [EMAIL PROTECTED]
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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread MoD
that gives me

a) relief, no more silly discussion.
b) confusion, how will they makej it easier for modders, documentation,
perhaps? :
c) hope, valve ppl still read our mumblings :

--

MoD,

Always @ your service.

- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 The Source SDK will be similar to the existing Half-Life SDK in that it
will
 be C++ based, not a using a proprietary scripting language.

 Erik Johnson

 -Original Message-
 From: Sniper [mailto:[EMAIL PROTECTED]
 Sent: Saturday, May 24, 2003 7:56 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Half-Life 2: Programming, Hmm?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Just a quick thought/question.

 Half-Life 2 and it's modifications will be done with C/C++, as it was in
 Half-Life, correct? There's a handful of discussions blooming up on
various
 Half-Life 2 forums talking about this. Scripting languages can be very
 limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
 article said:


 While the old system required its fair share of technical know-how,
amateur
 modders are now promised the chance to focus on content and gameplay flow
 rather than the nuts and bolts of programming.


 This could imply a scripting language, don't you agree? (Emphasis on
could)
 Hopefully this is not the case, of course.

 A scripting language might be neat for people new to creating
modifications,
 but it'd be nice to have C/C++ in addition. I don't think Valve would step
 away from the power C/C++ offers to modders, but nothing has really been
 confirmed.

 Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


 Sniper
 --


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
A bit of an update on this. GamingNEXT had an interview with Gabe Newell...
This is what he had to say about the modability of the engine:

GamingNEXT - Finally, how user friendly is this engine and will modders be
able to create unique environments and maps that made the first Half-Life
last so long?
Gabe Newell - We learned a lot through our experiences with TFC,
Counter-Strike, Day of Defeat, and so on.  This engine is much more MOD'able
(if that's a word) than Half-Life 1 was, and the tool set has been improved
a lot.  We'll also be releasing a bunch of material to help MOD teams get
their existing work up and running on the new engine as a starting point.


His last line suggests that you can port existing work for HL MODs to HL2.
If this is the case, it's almost certain there will be C/C++ modding. Please
note that this does NOT exclude a scripting language.

To read the full interview, go to
http://www.gamingnext.com/articles/index.asp?id=17

Jeroen ShadowLord Bogers

- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 25, 2003 04:56
Subject: [hlcoders] Half-Life 2: Programming, Hmm?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just a quick thought/question.

Half-Life 2 and it's modifications will be done with C/C++, as it was in
Half-Life, correct? There's a handful of discussions blooming up on various
Half-Life 2 forums talking about this. Scripting languages can be very
limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
article said:


While the old system required its fair share of technical know-how, amateur
modders are now promised the chance to focus on content and gameplay flow
rather than the nuts and bolts of programming.


This could imply a scripting language, don't you agree? (Emphasis on could)
Hopefully this is not the case, of course.

A scripting language might be neat for people new to creating modifications,
but it'd be nice to have C/C++ in addition. I don't think Valve would step
away from the power C/C++ offers to modders, but nothing has really been
confirmed.

Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


Sniper
--


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Oskar Lindgren
Lovely :D

- Original Message -
From: Erik Johnson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, May 27, 2003 11:41 PM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 The Source SDK will be similar to the existing Half-Life SDK in that it
will
 be C++ based, not a using a proprietary scripting language.

 Erik Johnson

 -Original Message-
 From: Sniper [mailto:[EMAIL PROTECTED]
 Sent: Saturday, May 24, 2003 7:56 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Half-Life 2: Programming, Hmm?


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Just a quick thought/question.

 Half-Life 2 and it's modifications will be done with C/C++, as it was in
 Half-Life, correct? There's a handful of discussions blooming up on
various
 Half-Life 2 forums talking about this. Scripting languages can be very
 limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
 article said:


 While the old system required its fair share of technical know-how,
amateur
 modders are now promised the chance to focus on content and gameplay flow
 rather than the nuts and bolts of programming.


 This could imply a scripting language, don't you agree? (Emphasis on
could)
 Hopefully this is not the case, of course.

 A scripting language might be neat for people new to creating
modifications,
 but it'd be nice to have C/C++ in addition. I don't think Valve would step
 away from the power C/C++ offers to modders, but nothing has really been
 confirmed.

 Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


 Sniper
 --


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jonathan Day
Yes, it did clear some questions up.  I'm glad C++ is still being used.  I
never thought it would be any other way, but you never know.  Well, I guess
now you know.

Jonathan Day
www.trepid.net


- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, May 28, 2003 1:30 AM
Subject: RE: [hlcoders] Half-Life 2: Programming, Hmm?


 Erik Johnson wrote:
  The Source SDK will be similar to the existing Half-Life SDK in that it
will
  be C++ based, not a using a proprietary scripting language.
  
  Erik Johnson

 Thank you Erik for replying!  I'm sure it meant a lot to quite a few on
 this list.


 HoundDawg
 http://www.unitedadmins.com

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