Xilef":3a65zjk4 said:I am secretly rewriting the body of my network engine so it is more object oriented. Shhhhhh!
In other areas the OOP design has failed, so I'm resorting to a split paradigm when it comes to the packets. It was originally rebuilding packets every time the engine says "oh wait you are supposed to be this class", now it treats received packets as data structs with no OOP flavour and outgoing packets are constructed as classes. It also means that custom control packets can now be created as it's just defining a new data struct for an incoming packet to fall into and giving it a unique type number.
Is anyone still interested in my planned RM hook? I am planning on an inbuilt scripting system and console display for the server side but using ruby as the scripting language would be extra work only to make server development easier for the RM developers
Xilef":1ahx4qhp said:I am planning on an inbuilt scripting system and console display for the server side but using ruby as the scripting language would be extra work only to make server development easier for the RM developers
Yes I mean it this way, so the server will default with a scripting system instead of the original plan of letting people plug in their own, I feel deployment would be much faster if you don't need to mess about with hooking in your own scripting language of choice.rey meustrus":qx17ev5x said:If by "inbuilt scripting system" you just mean another language though, that could work fine. There's a reason lots of game developers use Lua (which I've only heard of so this isn't my experience talking): it links into C/C++ effortlessly and it performs well. It's more of a close-to-the-metal performance-oriented abstraction tuned for speed, and I also doubt you could make anything quite as performant as Lua in less time it would take to just use Lua.
Xilef":1b8omu9r said:Yes I mean it this way, so the server will default with a scripting system instead of the original plan of letting people plug in their own, I feel deployment would be much faster if you don't need to mess about with hooking in your own scripting language of choice.rey meustrus":1b8omu9r said:If by "inbuilt scripting system" you just mean another language though, that could work fine. There's a reason lots of game developers use Lua (which I've only heard of so this isn't my experience talking): it links into C/C++ effortlessly and it performs well. It's more of a close-to-the-metal performance-oriented abstraction tuned for speed, and I also doubt you could make anything quite as performant as Lua in less time it would take to just use Lua.
Right now it is all done in AngelScript, I have plenty of experience in Lua as my first job in a game studio was all Lua, I originally was going to go with Lua but I explored all my options first, I was very excited about binding Ruby in but I don't fully understand the language quirks to do a good job with binding it.
Never have I felt so close to another soul, and yet so helplessly alone, as when I Google an error and there's one result: a thread by someone with the same problem and no answer, last posted to in 2003.