* Melchior FRANZ -- Sunday 08 March 2009:
[reasons for why I write PM in the forum]
> - self-proclaimed forum police trying to tell others what they can write
> - some forum admins asking for more censorship without acceptable reasoning
Sorrym, should have been: people asking for more moderators a
* Jon S. Berndt -- Sunday 08 March 2009:
> Melchior is exactly right. JSBSim adopted the property system - which is a
> great piece of work by - was it David Megginson?
Yes.
For those who don't know him: David is/was also JSBSim developer,
wrote SAX (Simple API for XML), and several of the core p
* Nicolas Quijano -- Sunday 08 March 2009:
> As for "secret sources", they'll name themselves if they feel
> like it,
That would be fun! But I won't hold my breath.
> No smearing at all,
The nonsense about Nasal being bandaid for a "fledgling FDM" and
nobody liking it, is just smearing Nasal
...@gmail.com]
Sent: Sunday, March 08, 2009 4:00 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nasal alternatives : possible, of course,
but trivial or hair pulling task ?
First: the property system was adopted *by* JSBSim. It's not something
that JSBSim brought t
Nice try, let me flip it right back at you : how telling of you to mix facts
and your extremely biased opinion while accusing me of the same :)
Not interested in debating this, never suggested Nasal should be dropped
from the main FGFS tree.
And even though I'm French, I've lived abroad all my lif
I've been silent in this thread mostly because I'm not very active as a
developer these days, but it got me wondering why one would use lua
instead of nasal.
Searching for 'lua nasal' in google the first hit describes it all to my
opinion:
http://trainofthoughts.org/blog/2007/09/16/lua-popular
FlightGear needed a built-in scripting language, and it has one.
A compact, clean, elegant and fast one. In total there are at the
moment more than 170.000 lines of Nasal in *.nas files and a few
thousands embedded in joystick drivers, dialog description files,
model animation files, keyboard.xml,
On Fri, Feb 27, 2009 at 4:27 AM, Melchior FRANZ wrote:
> Adding another language wouldn't be that hard. Actually, we had
> another one before nasal and beside nasal for a while. It was
> called PSL (plib scripting language), and we ripped it out because
> Nasal was/is just better and because offer
Adding another language wouldn't be that hard. Actually, we had
another one before nasal and beside nasal for a while. It was
called PSL (plib scripting language), and we ripped it out because
Nasal was/is just better and because offering and maintaining two
languages it utterly pointless .
And th
Nicolas Quijano wrote:
> If the coupling is not of the hair pulling type, it might be
> conceivable to integrate another scripting language alongside Nasal
> for starters, and in time, completely replace it if one is so inclined :)
At the risk of diverting the thread, and not wanting to get into
On Thu, 2009-02-26 at 16:05 -0500, Nicolas Quijano wrote:
> Hi all, let me start that my goal here is NOT to start a polemic on
> the reasons for using nasal vs any other scripting language, or the
> scripting vs native code, or any such argument :)
> Thanks for remembering that.
OK, without gett
Hi all, let me start that my goal here is NOT to start a polemic on the
reasons for using nasal vs any other scripting language, or the scripting vs
native code, or any such argument :)
Thanks for remembering that.
That said, being a long time user and proponent of levering scripting in
games/sims,
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