Difference between revisions of "LavishScript"

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* [[LavishScript:Atoms|Atoms]]
* [[LavishScript:Atoms|Atoms]]
* [[LavishScript:File System|File System]]
* [[LavishScript:File System|File System]]
* [[LavishScript:Modules]]
* [[LavishScript:Modules|Modules]]
=== Development ===
=== Development ===

Revision as of 06:10, 19 October 2005


LavishScript is a fully-featured scripting engine. Its goal is to be an easy to learn (very few syntactical rules, as few operators as possible, and so on) command-based language. It is object-oriented and strongly typed.

LavishScript is designed with the idea that most scripting languages munge too many extra rules and operators to do different things. We believe that simplicity is key. Not necessarily simplicity in the range of available functionality, but simplicity in the structure of the language itself. The complete syntax for commands and data sequences is defined here. Script structure is also quite simple, and is defined here.

LavishScript is generally designed with non-programmers in mind (though logical thinking helps...). LavishScript isn't meant to be a replacement for other general-purpose languages, it is simply meant to be easy to use. If a "real" programming language is what you're looking for, maybe you should be using one instead of a scripting language, right? Most simple tasks can be completed with minimal research, but of course developing scripts will require some learning.

LavishScript allows any number of persistent scripts simultaneously, each of which are given a time slice per "pulse". Pulse timing is defined by the application (such as Fury or Inner Space), so each pulse may be defined as once per frame in a game (as in frames per second), or may simply be as soon as possible after the previous pulse, or can be distributed evenly at specific intervals. The priority level, dictating how much of a time slice is given per pulse, for a script may be set using the Turbo command.

Internally, LavishScript uses C++ objects to perform the scripting duties. By design, every command takes the same form as a standard C console application (i.e. int main(int argc, char *argv[])), as does every built-in variable (called Top-Level Objects) to a lesser extent. This means that developing a LavishScript module is just as painless as developing a console app.


LavishScript encompasses these basic parts


See Also