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Active Forums => QB64 Discussion => Topic started by: Craz1000 on May 02, 2020, 09:05:46 pm

Title: Script support in future versions of QB64?
Post by: Craz1000 on May 02, 2020, 09:05:46 pm
I would really love to be able to have txt files with code than an exe can run without compiling it. For sprite based games with enemies that have specific behaviors, one could make a generic engine that can do anything really. Or mod existing games without having to give the source out.
Title: Re: Script support in future versions of QB64?
Post by: bplus on May 02, 2020, 09:30:01 pm
Sounds like you want an interpreter.
Title: Re: Script support in future versions of QB64?
Post by: Pete on May 02, 2020, 10:27:46 pm
If you use Windows... find a Windows 98 and use the built-in QBASIC interpreter.

Pete
Title: Re: Script support in future versions of QB64?
Post by: TerryRitchie on May 03, 2020, 12:28:28 am
Sounds like you want an interpreter.

Yeah, that's what I was thinking.

@Craz1000 For situations like yours I've created what I call "behavior" files (basically config files). By changing values in the files it changes the look/feel of the game.
Title: Re: Script support in future versions of QB64?
Post by: bplus on May 03, 2020, 10:54:29 am
You have me wondering if you could build a game interpreter (exe) that could run script files fast enough?

Is that what a game engine is?
Title: Re: Script support in future versions of QB64?
Post by: FellippeHeitor on May 03, 2020, 11:04:05 am
I'd think so.
Title: Re: Script support in future versions of QB64?
Post by: Gets on May 05, 2020, 01:42:30 pm
I use a script for my animation routines and parsing strings with INSTR$ for data a few thousand times per frame had no noticeable effect on actual performance, so that shouldn't be a big issue. The only thing getting in the way of using existing script languages would be the time to create an interpreter or port an existing library, I'm guessing.