That is a pretty cool demo already :)
The term "abstract machine" used by PAWN on that page you have linked is a
reference to the execution environment of that language. The "abstract machine"
(more often referred to as a "virtual machine") in that sense is roughly
equivalent to the .NET Runtim
First of all, thank you for your time. I am not that experienced when it
comes to all the terms used in this area of software, so please be patient
with me.
To give you a more clear idea of what I am doing I have posted a video of
the current progress here
http://www.youtube.com/watch?v=HER6WSIwS
What you're describing is a state machine. There are many ways to build
such a thing and honestly, I've never thought of single-stepping through
code as a way to do that. It's actually quite an intriguing idea, if not
inefficient. But efficiency isn't always measured with elegance (and vice
versa).
Turn-based design is to safely address the non-deterministic characteristics of
your current design (you said: "I have the problem that the outcome of
executing the game gives different results every time"). By making the design
turn-based, you can share computation cycles among all of your char
The reason I want to do it gradually is that I cant be sure that the script
ever terminates or has syntax errors. Would that not be a problem in a turn
based setup?
2012/7/23 Keith Rome
> You may want to look into leveraging the sys.settrace() feature of
> Python for controlling line-by-line e
You may want to look into leveraging the sys.settrace() feature of Python for
controlling line-by-line execution. This API allows you to install a profiling
function that gets invoked for every frame of script code that is executed. In
your profiling function, you could compute the amount of mem
Sorry for the spam, but the reason is that I am interrested is that I aim
to run my avatar's "ai" in a script like this:
while True:
shoot == (sense == True)
Where the gameworld writes to the variable sense and reads from shoot.
The script will run forever and therefore needs to be updated gr
Would that allow me to step gradually through a loop?
like:
x = 0
while x < 10:
dostuff()
x=x+1
while x > 0:
dootherstuff()
x=x-1
2012/7/23 Kevin Hazzard
> Why don't you use a scripting host and inject commands into a ScriptEngine
> reusing a ScriptScope as you need to execute t
Why don't you use a scripting host and inject commands into a ScriptEngine
reusing a ScriptScope as you need to execute them?
Kevin
On Mon, Jul 23, 2012 at 5:31 AM, Jesper Taxbøl wrote:
> Hi,
>
> I am not that familiar with Ironpython yet, but I have a question that I
> hope you can help me ans
Hi,
I am not that familiar with Ironpython yet, but I have a question that I
hope you can help me answer.
I am working on a programming-game where I will allow users to do some
simple python scripting against a simple API that I will control a game
character. Instructions like move and shoot etc,
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