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Re: Lite-C vs. C-Script [Re: tompo] #134500
06/09/07 12:42
06/09/07 12:42
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Posts: 4,436
Germany, Luebeck
I will change to LiteC, I already have the free version on my pc and played around a bit with it.
However I have a project to do in c-script and thus not enough time for jumping on the LiteC train

Re: Lite-C vs. C-Script [Re: Machinery_Frank] #134501
06/09/07 12:56
06/09/07 12:56
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Quote:

I don't see this point.

You can create all those fancy special instructions in LUA as well. You can bind every command to a syntax and you are done.






It is not sufficient to expose commands to LUA , other features must be implemented
Take for example multiskating
c-lite loops through the entities , assuring that each one is assigned a reasonable time
Also the interaction with the objects in the scene is made much easier if the programming language , the level editor and the game engine are fully integrated
Obviously it is not a must but it helps

Last edited by AlbertoT; 06/09/07 13:56.
Re: Lite-C vs. C-Script [Re: AlbertoT] #134502
06/09/07 17:03
06/09/07 17:03
Joined: Apr 2007
Posts: 67
suriname0 Offline OP
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suriname0  Offline OP
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Joined: Apr 2007
Posts: 67
Whoa... I'm almost sorry I started something.

So, being a relatively good programmer, I should learn Lite-C? What if I get to a professional level, and experience the problem that Tompo outlined? Could I write C++ or Lua plug-ins to connect with Lite-C code?

Quote:

with included instructions/syntax (like in c-script) that hook into the engine and are especially made for game features.




With Lua or C++, you could create code that works specifically for gameing. But someone said that certain functions were specific to the engine. Could those [certain functions] be locally altered in code?

Finally, What is the advantage of the payed-for version of Lite-C vs. the free version? How are they different?

Last edited by suriname0; 06/09/07 17:05.

If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.
Re: Lite-C vs. C-Script [Re: suriname0] #134503
06/09/07 17:45
06/09/07 17:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
How might a user create a memory leak in Lite-C?


xXxGuitar511
- Programmer
Re: Lite-C vs. C-Script [Re: xXxGuitar511] #134504
06/09/07 18:13
06/09/07 18:13
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
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Excessus  Offline
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Joined: Jan 2004
Posts: 2,013
The Netherlands
If one keeps programming "c-script style", lite-c will not result in more risks, and will not have many advantages. The fact that it is now possible for newbies to write bad code might result in problems. But I don't see this becomming a big problem. The fact that c-script is proven and stable is a big advantage, though. Nevertheless, I am a big supporter of lite-c.

However, these risks are not really a new thing. You could create memory leaks in C-script (and infact I've seen many people create them, even experienced developers). For example:
function myfunction()
{
myStringPointer = str_create("hello world");
error(myStringPointer);
}
is a memory leak, unless myStringPointer is used to str_remove() the created string.

A new way to create memory leaks in lite-c:
MyStruct* myStruct;
myStruct = malloc(sizeof(MyStruct));
... and not freeing the memory

Re: Lite-C vs. C-Script [Re: suriname0] #134505
06/09/07 18:29
06/09/07 18:29
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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Posts: 1,245
Quote:


someone said that certain functions were specific to the engine.





If for someone you mean me, I said that it is not just a matter of exposing some functions to C++ or LUA
Actually C script makes something more for you

If you have many functions running at the same time, quite a normal situation in game programming, you must cycle through them , switching from one function to an other in short intervals of time to give the impression of simultanity
In 3DGS you simply use the istruction wait()
If you want to use C++ you must be familiar with multy threading programming which is normally considered an advanced topic

Re: Lite-C vs. C-Script [Re: AlbertoT] #134506
06/09/07 18:46
06/09/07 18:46
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
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I'm starting to get that "Sht, I'm screwed" feeling...

...Switching over to Lite-C

Damn, I'm a noob again


xXxGuitar511
- Programmer
Re: Lite-C vs. C-Script [Re: AlbertoT] #134507
06/09/07 18:47
06/09/07 18:47
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Posts: 1,659
San Francisco
If someone makes good Lua bindings for A6 I would definitely pay a good price for it.

Re: Lite-C vs. C-Script [Re: AlbertoT] #134508
06/10/07 17:50
06/10/07 17:50
Joined: Apr 2007
Posts: 67
suriname0 Offline OP
Junior Member
suriname0  Offline OP
Junior Member

Joined: Apr 2007
Posts: 67
Quote:


If you want to use C++ you must be familiar with multy threading programming which is normally considered an advanced topic.




I'm kind of familiar with it. I've used and managed threads in Java, but I'm not sure if that's quite the same thing.

Quote:


Damn, I'm a noob again





Don't feel bad about that. After all, I've never been anything else lol.


If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.
Re: Lite-C vs. C-Script [Re: suriname0] #134509
06/10/07 18:58
06/10/07 18:58
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
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AlbertoT  Offline
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A

Joined: Oct 2006
Posts: 1,245
Quote:



I'm kind of familiar with it. I've used and managed threads in Java, but I'm not sure if that's quite the same thing.






Well , I tried to design my game engine some time ago.
I had to implement some threads , for example, to scan position and settings of the mouse
For obvious reason some parameters must be updated in real time when game is running
I dont mean it is an impossible mission but I am happy that 3DGS do it for me
Please note that I got started from opengl rather than from an existing game engine library
However generally speaking I mean that the integration programming language \ engine \ editors is of help
Think of how many parameters are modified by ,for example, the c_move() function when a collision occurs

For sure it is easy to expose some functions of the engine to an external lamguage but I would not be so sure that it is also so easy to transfer a so complex integration

Probably the programming language the editors and the engine must be designed togher to work as one unit only ... just guessing

Last edited by AlbertoT; 06/10/07 19:01.
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