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Re: Unity 3 announced [Re: ratchet] #316499
03/24/10 14:23
03/24/10 14:23
Joined: Oct 2003
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22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Still not get the whole picture of component, too abstract for me.

However if programming language evolves from function -> object -> package -> component, that imply lite-C just like the editors of GamesStudio

Re: Unity 3 announced [Re: Frederick_Lim] #316527
03/24/10 17:58
03/24/10 17:58
Joined: Oct 2006
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AlbertoT Offline
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AlbertoT  Offline
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Originally Posted By: Frederick_Lim
Still not get the whole picture of component, too abstract for me.



Lets make concrete examples

#case 1 OO programming style - A Race game

You declare a class Pilot() which contain generic variables and generic methods
Then you instance objects : Schumaker, Alonso, Massa etc
In the game play you call

Schumaker.Move(); Massa.Collide();

There are 20 or so pilots in the race who share the same methods and the same variables
However this is not alwayes the case

#Case 2 - Components , an RPG game

You have a lot of different type of characters in the game
In case of 00P , You should

a) To declare few complicated classes and sub classes which instance many objects
b) To declare many simple classes which instance few objects

Or something in between , in any case it is evident that OOP is not an optimal solution

Using components you create your objects and indipendent components, as well
Components are basically a set of variables and functions performing a certain task
Then you attach the components to your objects, just the ones which are stricly needed

Apparently it is an optimal solution for many games
However , I came across some issues

a) It is hard for me to think of generic components which are suitable for a variety of different entities
On the other hand if you code specific components for specific objects you lose the advantage of having generic re usable components

b)The functions of the same class share the same variables and they work well together, having been created togheter
Components, of course, do not, being created as indipendent items
A component must call , for example, an other component even though they are attached to the same object


May be it is just a matter of habit




Last edited by AlbertoT; 03/24/10 18:04.
Re: Unity 3 announced [Re: gri] #316529
03/24/10 18:04
03/24/10 18:04
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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take me down to the paradise c...
Originally Posted By: gri
Originally Posted By: Cowabanga
... and now ...I leaving Gamestudio.
Your'e kidding ?
Actually, I'm serious. But I won't leave the community. I just can't. tongue

I'm gonna renew my credit card so I can renew my Paypal account so I can sell my Gamestudio so I can buy a new iPod Touch instead of that broken one (It fell from my pocket, when I got back to that spot, a car ran over it grin )

Re: Unity 3 announced [Re: Xarthor] #316572
03/25/10 04:28
03/25/10 04:28
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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Originally Posted By: Xarthor

Of course lite-C is not professional at all


What???!

I hope your aware that scripting languages linked to engines is not only professional but considered a norm in the game programming industry, why do you think lua has lasted so long.

Re: Unity 3 announced [Re: AlbertoT] #316574
03/25/10 05:25
03/25/10 05:25
Joined: Oct 2003
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22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Thanks for the explanation about component. It that similar to interface in Java?

Re: Unity 3 announced [Re: lostclimate] #316584
03/25/10 08:04
03/25/10 08:04
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Originally Posted By: lostclimate
I hope your aware that scripting languages linked to engines is not only professional but considered a norm in the game programming industry, why do you think lua has lasted so long.


While this is true, you have to keep in mind, that all professional game engines (including Ogre, Torque and C4) use scripting as an additional tool besides their real programming language. They use scripting for prototyping and for level design or for fine tuning (like adapting an AI). But all core elements get programmed in the end. The reason is optimization, speed. AI as an example can "think" multi-threaded in background while the script can change parameters of this behaviour.

Scripting an entire larger scaled game can lead to problems like you can see when you watch current problems of the very ambitious and excellent Intense-X.
But it will be sufficient for smaller prototypes and casual games, as you can see from all these flash projects.


Models, Textures and Games from Dexsoft
Re: Unity 3 announced [Re: Machinery_Frank] #316593
03/25/10 10:59
03/25/10 10:59
Joined: May 2002
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ventilator Offline
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ventilator  Offline
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what is the the difference between scripting and programming? between scripting languages and "real" programming languages? compiled vs. interpreted? this all is very fuzzy. "scripting" often gets used deprecatingly by guys who think only c++ is a real programming language. laugh hm... but there are interpreters for c/c++ too for example. what is it then? there also are more and more jit compiled languages (c#,...) where the line between compiled and interpreted is very blurry.

i don't think that lite-c is unprofessional. to me it's more a matter of proprietary vs. non-proprietary like i already mentioned above.

Re: Unity 3 announced [Re: ventilator] #316597
03/25/10 12:12
03/25/10 12:12
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Originally Posted By: ventilator
what is the the difference between scripting and programming?...where the line between compiled and interpreted is very blurry.


Yes, I agree. Keeping C# in mind, there is a blurry line.

There might be another reason why someone prefers C#, Delphi or Java over Lite-C, LUA or JavaScript. The reason might be how comfortable you can work with it (debugger and documentation only as 2 examples).


Models, Textures and Games from Dexsoft
Re: Unity 3 announced [Re: Frederick_Lim] #316628
03/25/10 17:42
03/25/10 17:42
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AlbertoT Offline
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Originally Posted By: Frederick_Lim
Thanks for the explanation about component. It that similar to interface in Java?


Never used Java
However it is not so important the programming lamguage by itself rather the game engine architecture

Using a traditional OO game engine the developer must reason in term of entities
The engine supplies classes such as : Camera, Light, Player, Scene etc
Each class contain the basic functions which you may expect from the class name

Using a Component game engine the developer must reason in term of tasks
The engine supplies component such as : Transform , animation etc
Each component contain functions which you may expect from the component name
The functions of the component Animation can be used to animate anything which can be animated in a game
either a player or a light or a camera etc

To me the traditional approach comes more natural

Re: Unity 3 announced [Re: ventilator] #316632
03/25/10 17:53
03/25/10 17:53
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AlbertoT Offline
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Originally Posted By: ventilator
what is the the difference between scripting and programming? between scripting languages and "real" programming languages?

i don't think that lite-c is unprofessional. to me it's more a matter of proprietary vs. non-proprietary like i already mentioned above.


Scripting languages such as Lua are very popular in game programming due to the fact that they run on virtual machines thus you dont need to recompile anytime you make a modification
This is very important for example for a " trial and error " tuning of your AI

Well Lite C is not that bad but I would not say it is also an elegant programming language
I am so happy to get rid of those " void ponter " bloody messages , just as an example

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