Pages: « 1 2 3 4 5 6 7 8 9 10
  Print  
Author Topic: Tiering vs Components  (Read 25594 times)
Offline (Female) serprex
Reply #135 Posted on: May 16, 2010, 08:07:42 PM
Smooth ER
Developer
Joined: Apr 2008
Posts: 106

View Profile WWW
The large thing with dynamic execution of code is if it's really worth adding a JIT for. The only language I believe eval belongs in is Lisp, anywhere else is a convenient hack. My opinion of convenient hacks: Abuse them while they're around, and don't cry when they get removed because they stop being convenient
Logged
Offline (Male) Josh @ Dreamland
Reply #136 Posted on: May 16, 2010, 08:13:08 PM

Prince of all Goldfish
Developer
Location: Pittsburgh, PA, USA
Joined: Feb 2008
Posts: 2949

View Profile Email
Polygone: There's a new resource for C++ scripts. ENIGMA's backwards compatibility with GML will be more than sufficient to write a script in it, don't worry. It wouldn't be that difficult, but still, I'd rather not if it doesn't become a problem.
Logged
"That is the single most cryptic piece of code I have ever seen." -Master PobbleWobble
"I disapprove of what you say, but I will defend to the death your right to say it." -Evelyn Beatrice Hall, Friends of Voltaire
Offline (Male) Rusky
Reply #137 Posted on: May 17, 2010, 12:33:01 PM

Resident Troll
Joined: Feb 2008
Posts: 954
MSN Messenger - rpjohnst@gmail.com
View Profile WWW Email
Sticky how? My proposal for object_event_add was V8; Luda believes he could write a faster JIT compiler with the more focused purpose of interpreting GML; problem is the experience factor. Luda's a talented individual; so's serp, and I like to think I am, but I'm not sure how we'd fare against the abilities of V8's team, even with a vastly simpler language. Really, I'm still quite open to suggestions on that matter. I will probably code something that generates the backend of an interpreter for games, and I know exactly how that will be done, but the front end is still completely subject to debate.
Sticky in how you parse EDL (you have to keep the whole script there the whole time), sticky in how you deal with dynamic code (V8 is sticky- it runs a completely separate language which means another [extremely simple] parser, you have to do more weird stuff to give it access to compiled types, etc.). Yes, these solutions work, but they're not the nicest to deal with. Compiling to C++ is a common enough solution, but when you actually add C++ to the language rather than adding the just concepts you want in a way that makes sense, you run into problems like this.
Logged
Pages: « 1 2 3 4 5 6 7 8 9 10
  Print