Graal Forums  

Go Back   Graal Forums > Graal V6 forums > Announcements
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Rating: Thread Rating: 10 votes, 4.60 average. Display Modes
  #41  
Old 04-14-2013, 05:47 PM
scriptless scriptless is offline
Banned
Join Date: Dec 2008
Location: N-Pulse
Posts: 1,412
scriptless is a splendid one to beholdscriptless is a splendid one to beholdscriptless is a splendid one to beholdscriptless is a splendid one to behold
Quote:
Originally Posted by Crono View Post
it won't ;[
Yeah it wouldn't. A lot of things are now being done on serverside. For example if you tried taking GK offline, it would not work since most of it is serverside script and we do not have a NPC Server to use in combination to the level editor.
Reply With Quote
  #42  
Old 04-14-2013, 06:00 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Loriel View Post
I dunno how offline development would even work anymore with half your systems running on the server. It'd be great to be able to deploy completely isolated dev environments loclly so you could use stuff like decentralized source control without bending over backwards, and it's not like in tyool 2013 the npcserver is such a trade secret that it can't be integrated into the client. Lots of multiplayer games with a singleplayer mode basically ship the game mechanics if not the networking bits of their server in the client. shrug.
Just being able to do clientside would be good enough, in my opinion.
Reply With Quote
  #43  
Old 04-14-2013, 06:08 PM
xXziroXx xXziroXx is offline
Malorian
xXziroXx's Avatar
Join Date: May 2004
Posts: 5,289
xXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant futurexXziroXx has a brilliant future
Quote:
Originally Posted by DustyPorViva View Post
Just being able to do clientside would be good enough, in my opinion.
Agreed. Scripting offline is mostly for newer developers attempting to learn the language, and I don't think most of us would've been here today if we didn't have access too it way back.
__________________
Follow my work on social media post-Graal:Updated august 2025.
Reply With Quote
  #44  
Old 04-14-2013, 09:53 PM
Admins Admins is offline
Graal Administration
Join Date: Jan 2000
Location: Admins
Posts: 11,693
Admins has much to be proud ofAdmins has much to be proud ofAdmins has much to be proud ofAdmins has much to be proud ofAdmins has much to be proud ofAdmins has much to be proud of
We more think of making a better tool for level editing. It should support basic attributes (drawunderplayer, dontblock) and joining of a class, but scripting should be done on server-side, possibly via web-based tools.
Reply With Quote
  #45  
Old 04-14-2013, 10:19 PM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Quote:
Originally Posted by Stefan View Post
It should support basic attributes (drawunderplayer, dontblock) and joining of a class
And >8bit pngs?
Reply With Quote
  #46  
Old 04-15-2013, 11:06 AM
Loriel Loriel is offline
Somewhat rusty
Loriel's Avatar
Join Date: Mar 2001
Posts: 5,059
Loriel is a name known to allLoriel is a name known to allLoriel is a name known to allLoriel is a name known to all
Quote:
Originally Posted by Stefan View Post
We more think of making a better tool for level editing. It should support basic attributes (drawunderplayer, dontblock) and joining of a class, but scripting should be done on server-side, possibly via web-based tools.
So more like a list of attributes rather than a scripting language?

If you're gonna release a web-based editor so we can stop feeling bad whenever gonstruct doesn't work, that'd be great, anyway~

Last edited by Loriel; 04-15-2013 at 11:46 AM..
Reply With Quote
  #47  
Old 04-15-2013, 01:04 PM
scriptless scriptless is offline
Banned
Join Date: Dec 2008
Location: N-Pulse
Posts: 1,412
scriptless is a splendid one to beholdscriptless is a splendid one to beholdscriptless is a splendid one to beholdscriptless is a splendid one to behold
Quote:
Originally Posted by Loriel View Post
So more like a list of attributes rather than a scripting language?

If you're gonna release a web-based editor so we can stop feeling bad whenever gonstruct doesn't work, that'd be great, anyway~
I would take a web-based editor any day.. I do not under any circumstances like, or use the online editor. First of all that requires a $100 downpayment, or access to a friends server. Who then likely steals all your content anyways.

I was toying around with making a HTML 5 version of a level editor because quite honestly, being a mac user and after recent discussion on mac ports and gonstruct.. its obviously not gonna install for me and all hope is lost.
Reply With Quote
  #48  
Old 04-15-2013, 06:22 PM
Rave_J Rave_J is offline
Graal Developer
Join Date: Feb 2006
Location: Texas
Posts: 848
Rave_J can only hope to improve
Send a message via AIM to Rave_J Send a message via MSN to Rave_J Send a message via Yahoo to Rave_J
i would liek to c a web based level editor or keep it a separate program that connects online to script but if its a online editor i would fully stop making levels
__________________
Graal Developer
Reply With Quote
  #49  
Old 04-15-2013, 09:14 PM
xAndrewx xAndrewx is offline
Registered User
xAndrewx's Avatar
Join Date: Sep 2004
Posts: 5,260
xAndrewx has much to be proud ofxAndrewx has much to be proud ofxAndrewx has much to be proud ofxAndrewx has much to be proud ofxAndrewx has much to be proud ofxAndrewx has much to be proud ofxAndrewx has much to be proud of
A lot of people are assuming that GS3 is a HUGE change compared to GS2- however, it will be the same as GS2; you'll just need to predefine variables and learn the syntax.

The functions (i.e. drawunderplayer; dontblock; ) won't be changing as far as I understand?
__________________
Reply With Quote
  #50  
Old 04-15-2013, 10:54 PM
figured figured is offline
Registered User
Join Date: Dec 2012
Posts: 12
figured will become famous soon enough
sounds interesting but if at all possible can this work on all the platforms? windows, mac, and linux? that would greatly be appreciated.. and extend the community of developers :0 which would greatly help produce quality servers in the long run.
Reply With Quote
  #51  
Old 04-16-2013, 05:25 AM
Tim_Rocks Tim_Rocks is offline
a true gentlemen
Tim_Rocks's Avatar
Join Date: Aug 2008
Location: USA
Posts: 1,863
Tim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to behold
This sounds really exciting actually; And if this is web-browser based developing tools, then all you'd need is a compatible browser. With that being said, please use Google Chrome
__________________
Reply With Quote
  #52  
Old 04-16-2013, 02:55 PM
BlueMelon BlueMelon is offline
asdfg
BlueMelon's Avatar
Join Date: Sep 2008
Posts: 1,481
BlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to behold
Stefan, make the web dev tools open source so the community can help add features

@Tim, HTML5 is supported almost everywhere now (assuming that's what he'll use :x)
__________________
http://i.imgur.com/OOJbW.jpg
Reply With Quote
  #53  
Old 04-16-2013, 03:37 PM
Loriel Loriel is offline
Somewhat rusty
Loriel's Avatar
Join Date: Mar 2001
Posts: 5,059
Loriel is a name known to allLoriel is a name known to allLoriel is a name known to allLoriel is a name known to all
Quote:
Originally Posted by BlueMelon View Post
open source so the community can help add features
l o l
Reply With Quote
  #54  
Old 04-16-2013, 04:13 PM
Fidel Castro Fidel Castro is offline
Dictatin' since 2001
Fidel Castro's Avatar
Join Date: Sep 2001
Posts: 1,733
Fidel Castro is a jewel in the roughFidel Castro is a jewel in the rough
Slow down guys I'm still trying to learn Gs1
__________________
Era's Former Manager
Reply With Quote
  #55  
Old 04-16-2013, 04:55 PM
Tim_Rocks Tim_Rocks is offline
a true gentlemen
Tim_Rocks's Avatar
Join Date: Aug 2008
Location: USA
Posts: 1,863
Tim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to behold
Quote:
Originally Posted by BlueMelon View Post
@Tim, HTML5 is supported almost everywhere now (assuming that's what he'll use :x)
There's still slight computability issues that he'll have to account for when testing on IE, Safari, Chrome, Opera, and Fire Fox. That's what I was getting at.
__________________
Reply With Quote
  #56  
Old 04-16-2013, 06:53 PM
Crow Crow is offline
ǝɔɐɹq ʎןɹnɔ
Crow's Avatar
Join Date: Dec 2006
Location: Germany
Posts: 5,153
Crow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond reputeCrow has a reputation beyond repute
Quote:
Originally Posted by Tim_Rocks View Post
There's still slight computability issues that he'll have to account for when testing on IE, Safari, Chrome, Opera, and Fire Fox. That's what I was getting at.
There are compatibility issues on all browsers, as not a single browser has implemented every HTML5 standard yet. However, Chrome, Opera and IE should have implemented most of it by now.
Reply With Quote
  #57  
Old 04-17-2013, 03:37 AM
Tekoukiol Tekoukiol is offline
Labyrinth
Tekoukiol's Avatar
Join Date: Apr 2013
Location: France
Posts: 4
Tekoukiol can only hope to improve
Good luck on the scripting program for Graal. Nice work on the details,
Really provides help to beginner Scripters.
__________________
Developing a game with UDK and making the maps with GTKRadiant.
Reply With Quote
  #58  
Old 04-18-2013, 01:41 AM
Hiro Hiro is offline
\(^∀^)メ(≧∇≦)ノ
Hiro's Avatar
Join Date: Jan 2005
Posts: 1,965
Hiro has a spectacular aura aboutHiro has a spectacular aura about
Send a message via AIM to Hiro
can u pls mak everythn ezr?

all scripts shud jus be if and then

pls
Reply With Quote
  #59  
Old 04-18-2013, 03:41 PM
brokk brokk is offline
Registered User
Join Date: May 2012
Posts: 84
brokk is on a distinguished road
Well this just made my day
__________________
No matter how much I hate graal, I'm always coming back.

smh
Reply With Quote
  #60  
Old 04-19-2013, 02:19 PM
Jiroxys7 Jiroxys7 is offline
Hazard to Graal
Jiroxys7's Avatar
Join Date: Apr 2009
Posts: 343
Jiroxys7 will become famous soon enough
Quote:
Originally Posted by fowlplay4 View Post
Personally prefer the Java-style of declaring variables/types than your current GS3 way, no need to carry over how we currently use temp to GS3 as it just adds unnecessary code.

type variable;

Being able to create global functions would be cool too, I imagine GS3 would be more flexible in some way that we can modify built-in functions?

I.e.

PHP Code:
class Options extends TGraalVar 
  
int age;
  
string gender;
  
string city;
}

function 
void saveOptions() { 
  
Options options = new Options(); 
  
options.age 24
  
options.gender "female"
  
options.city "Dallas"
  
options.savevars("options.txt"0); 
}

function 
number addNumbers(number anumber b) {
  return 
b;

This is shockingly similar to how C# works, too. I would not mind this one bit.

Also, is there any chance we would be able to have support for collapsing functions? For example, if you were to collapse FP4's example, in Visual Studio it would look something like:

PHP Code:
class Options extends TGraalVar[...]
function 
void saveOptions()[...]
function 
number addNumbers(number anumber b)[...] 
I've found this this makes it much, much easier to navigate large scripts that contain dozens of functions. I understand this isn't related to the actual language as much as it is a change to the code viewer, but it would be very nice to have nonetheless.
__________________
MY POSTS ARE PRONE TO EDITS!

Last edited by Jiroxys7; 04-19-2013 at 02:31 PM..
Reply With Quote
  #61  
Old 04-19-2013, 11:46 PM
MattKan MattKan is offline
the KattMan
Join Date: Aug 2010
Location: United States
Posts: 1,325
MattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to beholdMattKan is a splendid one to behold
Send a message via AIM to MattKan
Quote:
Originally Posted by Jiroxys7 View Post
Also, is there any chance we would be able to have support for collapsing functions?
I fully support this.
__________________
Quote:
Originally Posted by Satoru Iwata
On the other hand, free-to-play games, if unbalanced, could result in some consumers paying extremely large amounts of money, and we can certainly not expect to build a good relationship with our consumers in this fashion. In order to have a favorable long-term relationship, we would like to offer free-to-play games that are balanced and reasonable.
Quote:
Originally Posted by Unximad
Eurocenter Games remains attached to the values of indies game developer and to the service our playerbase community.
Reply With Quote
  #62  
Old 04-21-2013, 11:50 PM
iAxeis iAxeis is offline
Owner of GraalOnlineElite
Join Date: Nov 2012
Location: Scotland
Posts: 28
iAxeis is on a distinguished road
Can't wait to start scripting GS3!!!
Reply With Quote
  #63  
Old 04-23-2013, 06:59 AM
Draenin Draenin is offline
Magnificent Bastard
Draenin's Avatar
Join Date: Dec 2004
Location: Bermuda Triangle
Posts: 6,790
Draenin has much to be proud ofDraenin has much to be proud ofDraenin has much to be proud ofDraenin has much to be proud ofDraenin has much to be proud ofDraenin has much to be proud of
Send a message via AIM to Draenin Send a message via MSN to Draenin Send a message via Yahoo to Draenin
Any chance we'll see more official documentation and tutorials posted as well for this stuff?
Reply With Quote
  #64  
Old 04-23-2013, 07:13 AM
Matt Matt is offline
iZone Administrator
Matt's Avatar
Join Date: Apr 2005
Location: United States
Posts: 2,690
Matt is a jewel in the roughMatt is a jewel in the rough
Quote:
Originally Posted by Fidel Castro View Post
Slow down guys I'm still trying to learn Gs1
I'm in the same boat
Reply With Quote
  #65  
Old 04-24-2013, 10:42 PM
Tim_Rocks Tim_Rocks is offline
a true gentlemen
Tim_Rocks's Avatar
Join Date: Aug 2008
Location: USA
Posts: 1,863
Tim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to beholdTim_Rocks is a splendid one to behold
Quote:
Originally Posted by Fidel Castro View Post
Slow down guys I'm still trying to learn Gs1
Life is hard.
__________________
Reply With Quote
  #66  
Old 04-27-2013, 10:06 AM
bloodpet bloodpet is offline
Gold / VIP Member
bloodpet's Avatar
Join Date: Mar 2004
Posts: 43
bloodpet is on a distinguished road
Quote:
Originally Posted by Matt View Post
I'm in the same boat
would be pointless now to learn gs1.. just go straight to gs2 theres plenty of tutorials... a majority of scripting is just functions, syntax and some math.. xD i dont even have to memorize much if you use the forums and have somewhat of an idea what your trying to search
__________________
bloodpet loaded the local ban info of stefan
bloodpet set the local ban info of stefan
*stefan: ...
Reply With Quote
  #67  
Old 04-27-2013, 07:26 PM
maximus_asinus maximus_asinus is offline
RIP DarkCloud_PK
Join Date: Oct 2001
Location: Canada
Posts: 3,746
maximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond reputemaximus_asinus has a reputation beyond repute
Gs2 is pointless, goku didn't even use it
__________________
Save Classic!
Reply With Quote
  #68  
Old 05-08-2013, 12:20 PM
Twinny Twinny is offline
My empire of dirt
Twinny's Avatar
Join Date: Mar 2006
Location: Australia
Posts: 2,422
Twinny is just really niceTwinny is just really nice
Send a message via AIM to Twinny
I'm massively in favour of strict typing but I agree with the notion that the current declarations look messy. Would prefer the much more standardised,
PHP Code:
float pi 3.14;
baddy sterrence = new Baddy(); 
Anything new and exciting happening on the backend? Considering you're making these changes for the data types, perhaps also add the ability to use protected vars? Any form of language security would be great considering the currently open and abusable state it is in now.

Not related to language syntax but wouldn't it be amazing if you could start adding the ability to run a function on a new thread (intensive long-distance pathfinding anyone)? I hate the fact that a single intensive function (or badly written script) can bring the entire server to a halt..

PHP Code:
function pathfind(x,y,dx,dy) {};
thread pathfind = new thread(pathfind(1,1,64,64));
pathfind.setPriority(1);
pathfind.Start();

while (
pathfind.isActive) {
  
npc.lookVacant();
}
npc.followPath(pathfind.return); 
Ideally, you could have an event called from within the thread to let you know it's finished rather than using a loop to check but yeah!

The other added advantage would be putting core running systems on a separate, higher-priority thread so it doesn't get as interrupted during high loads.
Reply With Quote
  #69  
Old 05-08-2013, 11:11 PM
Loriel Loriel is offline
Somewhat rusty
Loriel's Avatar
Join Date: Mar 2001
Posts: 5,059
Loriel is a name known to allLoriel is a name known to allLoriel is a name known to allLoriel is a name known to all
Hi I haven't logged into the game for years but I disagree with your entire post.

Quote:
Originally Posted by Twinny View Post
but I agree with the notion that the current declarations look messy. Would prefer the much more standardised,
PHP Code:
float pi 3.14;
baddy sterrence = new Baddy(); 
I'm a fan of explicit syntax for variable declarations (like `var`) and type annotation. Just putting a few words next to each other and hoping for the best leads to a C++-style "long typedef int const unsigned volatile x;" mess, even before you get into pointers and function pointers and arrays and generics and whatever else gs3 might not get the same syntax freeform for. I mean I guess I'm not 100% married to postfix type annotations but it seems to get messy otherwise (`var(float) x`?) and there's piles of precedent for the `var:type` thing.

Also I believe parser-wise having a token like `:` that basically means "okay, there's gonna be a type here, not an expression" makes things a lot easier and cleaner, but I have no idea how that applies to gscript i particular.

Quote:
Anything new and exciting happening on the backend? Considering you're making these changes for the data types, perhaps also add the ability to use protected vars? Any form of language security would be great considering the currently open and abusable state it is in now.
I'm not familiar with any programming environment where visibility modifieres like `protected` are a security feature. C++ isn't memory-safe to begin with, in Java and C# or ruby or whatever you can circumvent visibility with reflection-ish APIs, and even in type-theory-obsessed Haskell you can just define a similar-looking type without the visibility restrictions and unsafely coerce between the restricted and unrestricted types. "Security" would need to be a fairly elaborate and orthogonal concern where you think about trust boundaries and all sorts of things that ugh it looks really complicated in java let's not do that. Can't people just be nice.

I'm of course all for a cool module system that lets you expose as little as necessary of your code to code written by your presumably incompetent shithead collaborators, instead of dumping everything into a huge dynamic object graph. We're probably halfways getting there with declaring global variables. I dunno.

Quote:
Not related to language syntax but wouldn't it be amazing if you could start adding the ability to run a function on a new thread (intensive long-distance pathfinding anyone)? I hate the fact that a single intensive function (or badly written script) can bring the entire server to a halt..

[...]

Ideally, you could have an event called from within the thread to let you know it's finished rather than using a loop to check but yeah!

The other added advantage would be putting core running systems on a separate, higher-priority thread so it doesn't get as interrupted during high loads.
Threads+mutable shared state is an evil combinations, the javascript folks are flipping the **** out at the prospect of doing unrestrained threads, and everybody is kinda trying to get away from that programming model towards some message-passing, share-nothing concurrency thing if they can. Python can't even thread because they figure people would just get it wrong. C++11 had to change around half the language to even have the words to specify what concurrency does.

Arguably people have run into the whole "hmmm, I need to do something computationally intensive without blocking the GUI or whatever, I guess I'm ****ed" situation before but I don't think preemptive multithreading is going to do anything but set your server on fire and confuse everyone even more.

Maybe some sort of "idle handler" that wouldn't run concurrently but between regular script events with some API that makes yielding after each iteration of your crazy pathfinding algorithm required or at least natural would work as a compromise...
Reply With Quote
  #70  
Old 05-08-2013, 11:12 PM
Loriel Loriel is offline
Somewhat rusty
Loriel's Avatar
Join Date: Mar 2001
Posts: 5,059
Loriel is a name known to allLoriel is a name known to allLoriel is a name known to allLoriel is a name known to all
Also wow I realize I've been doing the exact same thing, but all gscript language discussion ever is "I just learned this other programming language, so why can't gscript do ******", it's kinda depressing.
Reply With Quote
  #71  
Old 05-08-2013, 11:26 PM
Loriel Loriel is offline
Somewhat rusty
Loriel's Avatar
Join Date: Mar 2001
Posts: 5,059
Loriel is a name known to allLoriel is a name known to allLoriel is a name known to allLoriel is a name known to all
http://deploytonenyures.blogspot.com...e-members.html also this is ridiculous, don't do that.
Reply With Quote
  #72  
Old 05-09-2013, 04:49 AM
Twinny Twinny is offline
My empire of dirt
Twinny's Avatar
Join Date: Mar 2006
Location: Australia
Posts: 2,422
Twinny is just really niceTwinny is just really nice
Send a message via AIM to Twinny
Quote:
Originally Posted by Loriel View Post
Hi I haven't logged into the game for years but I disagree with your entire post.



I'm a fan of explicit syntax for variable declarations (like `var`) and type annotation. Just putting a few words next to each other and hoping for the best leads to a C++-style "long typedef int const unsigned volatile x;" mess, even before you get into pointers and function pointers and arrays and generics and whatever else gs3 might not get the same syntax freeform for. I mean I guess I'm not 100% married to postfix type annotations but it seems to get messy otherwise (`var(float) x`?) and there's piles of precedent for the `var:type` thing.

Also I believe parser-wise having a token like `:` that basically means "okay, there's gonna be a type here, not an expression" makes things a lot easier and cleaner, but I have no idea how that applies to gscript i particular.
It really is just personal preference and thats the style I'm used to. I will use whatever comes but again, the name:type just seems weird to me.

Quote:
I'm not familiar with any programming environment where visibility modifieres like `protected` are a security feature. C++ isn't memory-safe to begin with, in Java and C# or ruby or whatever you can circumvent visibility with reflection-ish APIs, and even in type-theory-obsessed Haskell you can just define a similar-looking type without the visibility restrictions and unsafely coerce between the restricted and unrestricted types. "Security" would need to be a fairly elaborate and orthogonal concern where you think about trust boundaries and all sorts of things that ugh it looks really complicated in java let's not do that. Can't people just be nice.

I'm of course all for a cool module system that lets you expose as little as necessary of your code to code written by your presumably incompetent shithead collaborators, instead of dumping everything into a huge dynamic object graph. We're probably halfways getting there with declaring global variables. I dunno.
Not so much language safety as environment safety, multiple developer safety. There are many instances where I'd like to prevent other staff members from altering certain values without needing to do some silly encryption or hide it somewhere else. Thankfully, we have no way to directly access memory

The other advantage is ensuring other developers will use your public functions rather then hack something together and have their system break when the internals of your system breaks. There are no professional teams as far as Graal is concerned so anything to bring consistency and abuse-prevention into this language would be great.

Quote:
Threads+mutable shared state is an evil combinations, the javascript folks are flipping the **** out at the prospect of doing unrestrained threads, and everybody is kinda trying to get away from that programming model towards some message-passing, share-nothing concurrency thing if they can. Python can't even thread because they figure people would just get it wrong. C++11 had to change around half the language to even have the words to specify what concurrency does.

Arguably people have run into the whole "hmmm, I need to do something computationally intensive without blocking the GUI or whatever, I guess I'm ****ed" situation before but I don't think preemptive multithreading is going to do anything but set your server on fire and confuse everyone even more.

Maybe some sort of "idle handler" that wouldn't run concurrently but between regular script events with some API that makes yielding after each iteration of your crazy pathfinding algorithm required or at least natural would work as a compromise...
I had suggested a priority variable to Stefan before, just a single var in a script to tell the backend this script should run at a higher priority but that would be a lot of changes as well.

We have an opportunity (Stefan pending) to add new functionality to the language. I have nothing against completely isolated threads but i think mutable shared state would probably be easier for most devs. Perhaps all locking can be automated for the developer, giving a simpler method of using threads. Of course, this could just make things god awful and worse than when it began.

Regardless of how simple (or damn difficult) the language made it, this would be advanced scripting so only devs who knew how to do it and what gains (if any) would be available. Would love to see some experiments to see if there is any potential benefit.
Reply With Quote
  #73  
Old 05-09-2013, 05:03 AM
Twinny Twinny is offline
My empire of dirt
Twinny's Avatar
Join Date: Mar 2006
Location: Australia
Posts: 2,422
Twinny is just really niceTwinny is just really nice
Send a message via AIM to Twinny
Stefan,

Any chance you can provide background on your particular choices?
Reply With Quote
  #74  
Old 05-09-2013, 11:48 AM
BlueMelon BlueMelon is offline
asdfg
BlueMelon's Avatar
Join Date: Sep 2008
Posts: 1,481
BlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to behold
GS3, something new to look forward to in 'x' amount of years.
__________________
http://i.imgur.com/OOJbW.jpg
Reply With Quote
  #75  
Old 05-22-2013, 10:33 AM
Twinny Twinny is offline
My empire of dirt
Twinny's Avatar
Join Date: Mar 2006
Location: Australia
Posts: 2,422
Twinny is just really niceTwinny is just really nice
Send a message via AIM to Twinny
Trying to use it on N-Pulse but getting the following,

GS3 strict mode is not enabled, cannot compile Twinny/GS3

Restarting NPC-Server didn't help. How can I enable this?
Reply With Quote
  #76  
Old 05-22-2013, 01:45 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
I also had this problem when I initially tried it.
Reply With Quote
  #77  
Old 05-22-2013, 01:54 PM
Twinny Twinny is offline
My empire of dirt
Twinny's Avatar
Join Date: Mar 2006
Location: Australia
Posts: 2,422
Twinny is just really niceTwinny is just really nice
Send a message via AIM to Twinny
Quote:
Originally Posted by Cubical View Post
I also had this problem when I initially tried it.
And you resolved it....how?
Reply With Quote
  #78  
Old 05-22-2013, 03:57 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
I never tried again because I stopped developing and playing for the most part due to the lag not only on the classic servers but on my UC playerworld.
Reply With Quote
  #79  
Old 05-22-2013, 08:54 PM
BlueMelon BlueMelon is offline
asdfg
BlueMelon's Avatar
Join Date: Sep 2008
Posts: 1,481
BlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to beholdBlueMelon is a splendid one to behold
Twinny it will probably take a while for it to be enabled...
__________________
http://i.imgur.com/OOJbW.jpg
Reply With Quote
  #80  
Old 05-22-2013, 09:01 PM
Cubical Cubical is offline
Banned
Join Date: Feb 2007
Posts: 1,348
Cubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant futureCubical has a brilliant future
Quote:
Originally Posted by Stefan View Post
The progress

We are already working on a converter which helps to convert scripts from GS2 to GS3. So a lot of work will be lifted from the programmer, and you can also use this tool for testing how the new scripting will look like.
Additional following things can be important to know:
- existing scripts will still run, we don't force the new syntax and semantic, but it can be interesting for server-side logic and also new client-side code
- just add a //#GS3 line to your script to use the new syntax and semantic
- some syntax of the new Graal script is already supported but currently ignored (like var statements)
That is implying that it is already enabled
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.