Sunday, April 24, 2011

Slow Week

Well, I haven't really gotten much done.  I wrote the syntax tree class, but didn't actually implement it yet, and I swapped a stack of symbols with a class to manage them instead.  That's about it.  Maybe next week I'll have something more interesting to report on.

Monday, April 18, 2011

SwitchScript

Well I have been very busy this past week so I didn't get a ton done, but definitely some useful things are finished.  So far here is the progress for the basics of SwitchScript:

Lexical Analyzer - 100% (Did a little optimization today with the symbol look-up)
Parser - 100% (The system works and all, but it doesn't contain all structures in the final version yet)
Syntax Tree - 0% (Hopefully tomorrow I'll start this...)
Intermediate Code - 0% (Might skip this part, not sure yet)
Executable Code - 0% (Not a .exe, just code that the VM can read and interpret)
Virtual Machine - 0% (Executes the code)

Yep, that's about it!

Sunday, April 10, 2011

Scripting Started

I finally started writing my own scripting language!  It will appropriately be called SwitchScript.  I only got the lexer done so far, but I only really spent today working on it.  By next week I am confident that I will have a simple working parser.  Comments/suggestions are always welcome! 

Remember: On Wednesday I will be changing the url to switchge.blogspot.com to reflect the title change!

Tuesday, April 5, 2011

URL Change

As this has become less of a engine for my old game Avoider, and more of an all purpose engine, I will be changing the blog url to reflect that.  I already changed the title to Switch Game Engine, and next week I will be changing the url from avoiderthegame.blogspot.com to switchge.blogspot.com.  So remember, if you try to come to this blog and it says it doesn't exist, then try switchge.blogspot.com

Progress

After scrapping my previous content browser (a pop up window to add content to the scene) I started working on a simple tree type of list with resources.  Basically there is a list of folders that can not be changed or deleted ("Models", "Levels", "Scripts", etc.) and in these folders you can import the respective content.  So, if you right click the models folder you can import models.  Then when those models are imported you can simply double click the model and it gets added to the scene.  All of this may not seem like a major advance but it is definitely better then the previous content browser.  I also started working on a prefab system along with scripting!  I didn't actually start the scripting itself, only the general editing and use of scripts in the editor.  However, I am going to start the scripting language soon.  Probably be better to get that working before I progress further into the engine.  Hopefully, by next week I will have a well thought out design of the scripting language.