[DiscordArchive] The argument emulator developers always use against scripting is performance, but performance is not
[DiscordArchive] The argument emulator developers always use against scripting is performance, but performance is not
Archived author: <o> • Posted: 2021-11-15T10:33:56.026000+00:00
Original source
the fundamental issue has been more of a design issue, most scripting languages allow global scope and that just does not work with a multithreaded mmorpg server at all
Archived author: stoneharry • Posted: 2021-11-15T10:34:51.581000+00:00
Original source
LuaBridge worked by having a different namespace for each map, so scripts could not interact with each other across maps very easily but other than that it worked pretty well. LuaJIT is a possibility too
Archived author: <o> • Posted: 2021-11-15T10:36:43.021000+00:00
Original source
luajit could probably help and for many script could be just a drop-in replacement, but would not solve the threading issue, you'd get a very wonky language by having to run multiple vms just for threading
Archived author: <o> • Posted: 2021-11-15T10:40:55.308000+00:00
Original source
i also think that most issues that vms in game servers are trying to solve are a bit deceptive, _a lot_ of the benefit could be replicated in C++ as well without all the drawbacks. tswow gets rid of almost all the boilerplate with writing scripts, and with the eluna api our c++ scripts look pretty similar to eluna itself
Archived author: <o> • Posted: 2021-11-15T10:44:18.389000+00:00
Original source
who knows, maybe one day we'll figure out how to make a good core that's also easy to script
Archived author: stoneharry • Posted: 2021-11-15T10:46:08.479000+00:00
Original source
It's certainly true, I've debated this with someone before where I point out how easy it is to create whatever custom structure you want in Lua and then they point out you can do `std::any` (or something along those lines)... it's swings and roundabouts
Archived author: stoneharry • Posted: 2021-11-15T10:48:20.343000+00:00
Original source
My current workflow is I just have all my scripts stored in git then when I do `.reload eluna` it pulls in the latest scripts before reloading, it's pretty rapid. I usually just have `git add -A && git commit -m "Work on feature X" && git push` remembered in my terminal which doesn't provide a very nice commit history but I'm not after a well defined history for our scripts, just some sort of version control.
Archived author: <o> • Posted: 2021-11-15T10:49:40.359000+00:00
Original source
pretty git histories are for big projects and organizations, it's massive time waste for the vast majority of smaller projects
Archived author: Deleted User • Posted: 2021-11-15T10:51:39.420000+00:00
Original source
Once you're in the habit of writing good commit messages everyday it's hard to get back out of it. Makes little difference once things are squashed anyway unless you have to go back and look at an old pr. But I use git flow religiously for the same reasons so i'm definitely overdoing it a bit.
Archived author: stoneharry • Posted: 2021-11-15T10:53:58.752000+00:00
Original source
It's hard to give a good commit message when you're just testing a small iteration or have a mish mash of changes, and it doesn't really provide any value. In larger projects I like to develop in a branch and then squash + merge with a nice detailed commit message. Rebasing seems to be more popular in most workplaces I've been in