On Thu, 24 Apr 2003 02:41 pm, Pete Shinners wrote: > Richard Jones wrote: > > I'm not sure what you're referring to with "efficiency". You first > > paragraph refers to unrealscript being OO. Python's OO too. Everything > > you state in that paragraph can apply in Python (ie. everything in Python > > is an object). > > the one thing unrealscript has is it's state machine and latent > funcitons built into the language. i've never seen or heard anything > else like it. Ah, OK, I see what he might've been referring to by "efficiency" now :) Gotta love those custom-designed languages for fun stuff like that. I recall designing one with a friend a while back that was going to be particularly suited to simulating robots and spaceships in battle (for a strategy game). About the only thing that it really had going for it in the end was: - it could have had a really solid sandbox for untrusted code to play in, and - we could precisely measure the amount of time available for code to run for. All the other stuff (message passing and some other syntactic sugar) just wasn't worth it. > in a clumsy way it could perhaps be emulated with > generators or iterators or something in python. And the threading module for Threads perhaps, with Events helping in the waitfordoor etc. situations? Richard
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