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Game Programming Patterns – Bytecode

gameprogrammingpatterns.com

11–20 of 73 posts

Re: Game Programming Patterns – Bytecode

#11
post #4

In what situation would "just embed python/lua/js/etc." not be the appropriate solution to this problem?

If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?

If the article about building a hobby OS was on a blog about making actual useful software, and framed building an OS as a reasonable subproblem of making actual useful software, I would expect lots of people to reply like that.

Re: Game Programming Patterns – Bytecode

#13
post #4

In what situation would "just embed python/lua/js/etc." not be the appropriate solution to this problem?

If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?

But the site isn't "Programming Language Patterns" -- it's "Game Programming Patterns".

Re: Game Programming Patterns – Bytecode

#14

Earlier quoted context omitted.

If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?

If the article about building a hobby OS was on a blog about making actual useful software, and framed building an OS as a reasonable subproblem of making actual useful software, I would expect lots of people to reply like that.

The blog is specifically about patterns used in game development not about game development per se. So it's about the journey, not about the destination.

Re: Game Programming Patterns – Bytecode

#15
post #8
post #5

Earlier quoted context omitted.

Can confirm. This is by far the most ideal option available.

I used to work as a programmer in a game company shipping on consoles+PC. The first time we embedded a scripting language in our engine to be used by the level designer's they surprised the whole team with their new found 'toy'. This was great and lessened the burden on programmers. Fast forward to first milestone (everyone crunching) and the milestone was delayed ... The level designers (not being programmers) had i…

I get the feeling that "crunching" is to blame for the bugs a lot more than the engine's newly-integrated scripting language.

Re: Game Programming Patterns – Bytecode

#16
post #13

Earlier quoted context omitted.

If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?

But the site isn't "Programming Language Patterns" -- it's "Game Programming Patterns".

Correct and one of the patterns is embedding a language. Maybe lua/js does not fit your criteria for whatever reason so it might be a good idea to know how to roll your own language.

Re: Game Programming Patterns – Bytecode

#18
post #2

"Console manufacturers and app marketplace gatekeepers have stringent quality requirements, and a single crash bug can prevent your game from shipping". Not in my experience, usually when the hard ship date comes it goes out the door.

There's a bit of give and take, but when I was at EA, certification was serious business. During beta when we had a final candidate build and the console manufacturers were testing it, we basically sat there with our fingers crossed hoping they didn't come back with an issue.

My friend scored his dream job "game tester" for Rockstar. The fun turned into tests like "Run to edge of gameworld, fire 25 rockets, run back, swap rocket gun for pistol, run to edge of gameworld, fire 25 shots, run back, repeat"

Re: Game Programming Patterns – Bytecode

#19
post #8
post #5

Earlier quoted context omitted.

Can confirm. This is by far the most ideal option available.

I used to work as a programmer in a game company shipping on consoles+PC. The first time we embedded a scripting language in our engine to be used by the level designer's they surprised the whole team with their new found 'toy'. This was great and lessened the burden on programmers. Fast forward to first milestone (everyone crunching) and the milestone was delayed ... The level designers (not being programmers) had i…

The affordances of debugging are almost more important than the language.

Re: Game Programming Patterns – Bytecode

#20
post #13

Earlier quoted context omitted.

But the site isn't "Programming Language Patterns" -- it's "Game Programming Patterns".

Correct and one of the patterns is embedding a language. Maybe lua/js does not fit your criteria for whatever reason so it might be a good idea to know how to roll your own language.

More importantly, that you understand how the underlying language runtimes work and their call/data structure models. Most of us will still embed an existing system.
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