ZDoom Scripting Extroidinare!!!
ZDSE

Moderator: GZDoom Developers
Psycho Siggi wrote:If I read the first post correctly, then there would be an optional external compiler, but a compiler would also be built into ZDoom.
But that includes a lot of redundancy and even more internal code. Do you really want to move the entire engine into the scripts as well?randy wrote:To reiterate: The compiler will be built-in. For very large projects (i.e. all the ZDoom built-in classes), there may be an external compiler. Using VCC as a guide, each game takes about one second to compile on my Athlon 64 3500+.
Right now ZDoom needs 11 seconds to start on my system if none of the data is in the system's cache. Most of that is a result of the texture initialization which currently reads every single patch to get its format and dimension. I'd rather optimize that than sacrificing the flexibility of an internal compiler.I want to use LCC to help make an optimizing compiler, so maybe add on another second. So possibly five seconds longer for startup. I know some people would complain about an increased startup time like that, so we will see how things go.
If you only put the stuff from the g_* directories into the external data you won't have to worry about performance at all. You wouldn't even need to bother about code optimization because most of the time they need it spent in internal functions like P_SpawnMissile or P_LineAttack anyway. The overhead for interpreting the code is negligible. Even something like A_Chase doesn't really matter because it doesn't contribute much overall processing time.An external compiler, if made, would generate packages of compiled class data. You would not be expected to touch the built-in classes and would only recompile your own stuff. But I doubt anybody would need something like that, since they're not likely to be writing thousands of classes.
Not really. I wouldn't actually write an external compiler. It would just be a frontend to the main program that just invokes the compiler, dumps its output, and quits. Could be useful for offline error checking even if it isn't necessary for performance.Graf Zahl wrote:But that includes a lot of redundancy and even more internal code.
Of course not. Certainly not as much as Vavoom, anyway.Graf Zahl wrote:Do you really want to move the entire engine into the scripts as well?
Wow. It only takes 4 seconds to start on mine with nothing cached.Graf Zahl wrote:Right now ZDoom needs 11 seconds to start on my system if none of the data is in the system's cache.
randy wrote:Not really. I wouldn't actually write an external compiler. It would just be a frontend to the main program that just invokes the compiler, dumps its output, and quits. Could be useful for offline error checking even if it isn't necessary for performance.Graf Zahl wrote:But that includes a lot of redundancy and even more internal code.
I would guess so because you can already summon any class of monster provided you give the engine the graphical and sound resources for it. I don't see why this would change.KingofFlames wrote:will sprites and sounds work for all games so you can summon monsters in any game?
(just wondering....)
Out of curisoty, how many classes are in any one of the games supported by zdoom? Are they really into the thousands?But I doubt anybody would need something like that, since they're not likely to be writing thousands of classes.