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python scripting support in cube

by pflanzenmörder on 01/17/2003 00:54, 38 messages, last message: 09/15/2003 17:00, 3848 views, last view: 04/30/2024 14:21

I\'m currently embedding python into cube.
At the moment I\'m embedding python into \"void monsteraction(dynent *m)\" so you can edit all monsterbehaviour in an external file without having to recompile the whole sourcecode.
I started it because I wanted to see if it works (and it does :-)) and to allow people to do develop there own AI and to play a bit with the whole stuff.
I\'ll continue to embed python into other parts of the sourcecode to allow easy playing with the engine without the need to recompile it.
So here are my questions:
1. What do you think about it?
2. Is there any detailed documentation about the map-format available?

I hope I will be able to release some Sourcecode as soon as I\'m done with my exams (which start next week)

P.S.: Thanks for the well structured sourcecode :-))))

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#19: ..

by pflanzenmörder on 01/24/2003 10:52

It's not the code that I'm worrying about (that should work without any changes on windows), it's adjusting the projectfiles.
I'll post it as soon as I'm finished with my tests.

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#20: ..

by Thalion on 01/24/2003 14:31

Won't just adding all your new *.cpp to Aard's VC project and linking to Python libs be enough?

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#21: Re: ..

by Al_Capone on 01/24/2003 21:25, refers to #20

Will converting the sorce to python code make run any faster ?

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#22: Re: ..

by Piglet on 01/24/2003 21:34, refers to #21

alcapone, you really need to listen to people posts, the python scripting is for improved ai, not improved speeds, if anything cube will be slower with it

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#23: ..

by pflanzenmörder on 01/24/2003 21:50

exactly, its ment to allow people to try out some things without the need to recompile the whole stuff.
In the future it wll hopefully aid those who want to do total conversions.
We will have to see how fast it comes out in the end, currently I don't see any critical decrease in performance.

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#24: Speed

by spentron@thatsmeyoustupiderrorcheckingsoftware on 01/24/2003 22:03

Well, running 3 badass monsters might be faster than running 70 normal ones ;)

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#25: Re: Speed

by SysteM_H on 01/25/2003 00:09, refers to #24

interesting name and email you got there.

I was about to say the same thing; giving monsters this kind of intelligence will probably eliminate the need to use huge hoards of monsters for anything difficult. they're thinking...

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#26: Re: Speed

by Al_Capone on 01/25/2003 04:56, refers to #25

well, every game needs a stupid monster, ok so its to improve AI, buy why just limit it to monster, what about terrains, switch and moveable objects ?

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#27: ..

by Thalion on 01/25/2003 09:54

Huge hordes are also fun.

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#28: ..

by pflanzenmörder on 01/25/2003 12:38

Monster AI is just the beginning. I started with it to see if it works and how much work it would be.
The next step will be to allow scripting of objects ...
But everything will be done step by step

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#29: prepare

by pflanzenmörder on 02/08/2003 00:50

I'm close to finish the first version of cube with an embedded pythoninterpreter.
Currently the following things work:
define monsters in an external python file
define items in an external python file
write your own AI for monsters

todo:
triggers
collecting items

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#30: Re: prepare

by pushplay on 02/08/2003 02:02, refers to #29

Can you edit the monster AI on the fly?

A thought on organization: you might want to consider having the bin files placed in a folder with a name like bin_python and bin_unix_python. That way you could place those folders in cube's root dir with another bat, which saves people making copies of pakcages etc... Also, you know how when each map is loaded Cube runs mapname.cfg? Well it might be cool if your mod also ran mapname_python.cfg. Then people can include support for your mod wihtout creating extra copies of maps.

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#31: Nice

by bobbity on 04/01/2003 14:30

..

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#32: Re: Nice

by bobbity on 04/01/2003 14:34, refers to #31

Arghh!! Tab not Return bobbity so stupid bad bobbity bad bobbity
:4)
This a cool development, will we be able to construct bots for multiplayer with this yet.
Where can the source code be found?

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#33: ..

by Shockie on 04/19/2003 15:59

Is this dead?

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#34: ..

by frank__i on 04/24/2003 04:16

well , its been 15 days since updates , so i think so

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#35: Shit!!!

by Pxtl on 09/12/2003 15:58

I'm a big Python geek, I'd love to play with Python Cube. Give me that, and you'll have more mods than you can shake a stick at in no time flat :)

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#36: Re: Shit!!!

by D.plomat on 09/14/2003 15:42, refers to #35

I wonder if this would be very efficient... AI algorythms, and specially path finding ones are very CPU-hungry and need to be *very* optimised so i don't know if ti's a good thing implementing this with an interpreted language.

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#37: Path finding

by Pxtl on 09/15/2003 14:46

Well, in general, when using an embedded script system, you focus on using the script only for events, not for regular cyclic code. The pathfinding algo itself shouldn't be implemented in Python, but you should be able to alter the parameters of it from the Python interpreter.

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#38: Re: Path finding

by D.plomat on 09/15/2003 17:00, refers to #37

Well in this case... totally agree :)

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