From: Vic Newsgroups: comp.os.msdos.djgpp Subject: Re: Scripts Date: Fri, 16 Jan 1998 18:11:46 -0500 Organization: Communications Accessibles Montreal, Quebec Canada Lines: 21 Message-ID: <34BFE932.10E2@cam.org> References: <34BF9C69 DOT A3F0F3B2 AT iname DOT com> NNTP-Posting-Host: dialup-507.hip.cam.org Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Alejandro Martin Sanchez wrote: > Where I can find information that techme how to intepreting scripts > those like as have the Quake game (or I donīt remember whatīs game)? > Something easy, no is necesary to be... Wowwww! Cool! Itīs enought with > explain to me whatīs is the best sintax, how to doing... etc. This kind > of thing. Ugh, first of all, you should try asking this in rec.games.programmer and also search on dejanews about scripting languages, I started a couple of threads on this too. I'm also interested in this, but I don't have much info. What I can tell you is you should use Flex combined with Bison for the parser (Flex lexes the source returning tokens while Bison interprets those tokens;together they make your parser) and then transform this into a binary tree. You transform the source into bytecode (like pseudo-assembly instructions) and you have a virtual machine interpreting the bytecode. Your script has a stack and instruction pointer etc working a lot like a CPU. You should go to www.gamasutra.com in the programming section. There is an article on COG, the scripting language used in Jedi Knight. I hope this helps a bit. -- --> http://www.cam.org/~tudor <--