Sunday, July 20, 2014
Huge day, but admittedly a bit too focused on LTSL I'm pushing hard to get my current content creation code factored into LTSL now that it's ready to roll. In the process of doing so, I'll also be working on exposing the engine through the script API. That just involves cleaning up the interfaces and providing appropriate descriptions.
Today I've got about half of the system creation code written in LTSL. The work is a bit slow because I've had to expose script interfaces for various object creation routines like planets, stars, and zones. I've had to expose random generators since they're essential parts of almost all of the procedural algorithms. Along the way, I've bolstered LTSL in a few areas, including implementing aliases for arbitrary functions, as well as implementing function overload selection that takes conversions into account (such that the compiler can correctly pick the right overload of the '+' alias, which could be Vec3_Add, Int_Add, Float_Add, etc.).
Most of what remains to be exposed and written in LTSL in terms of the system generator is related to items. I have not yet had a chance to expose item creation and manipulation through the script API.
I'm really getting more and more excited every day at the possibilities of content creation in LTSL I can't wait to have my content creation factored out so that I can iterate on it quickly (even iterating on it without restarting the engine!) This is going to be awesome news for the ship algorithm in particular, which is going to take massive amounts of iterating & re-iterating to get right.
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This LTSL work is productive and fun, but with a little over a week left in the month, I think we really need to shift back to playability for a while. I also really want to finish off that warp tunnel work!! Bah..always so much to do
PS ~ Those weekly updates!! Where are they Err....
Post
Mon Jul 21, 2014 1:44 pm
#1
Week of July 20, 2014
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford