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RE: Speaking of Scripting Engines.... David Goodlad (3 replies, 0 views) (2000-Jul-7)
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Yeah... A good thing to do with scripting engines is to convert your scripts to bytecode when you save them (basically compile it using your own 'compiler')... Then it's much faster to parse for your program while the game is actually running. You can have the 'compiler' just number off the variable names so they never actually get written, etc etc. There's all sorts of things that you can do... flipcode.com I believe has some good articles about this type of idea. David


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RE: Speaking of Scripting Engines.... Almar Joling (2 replies) (2000-Jul-8)
Naw... Where's the fun in that *NT* *L* Lynx of CP (1 reply) (2000-Jul-8)
Saves you a lot of work *NT* Almar Joling (0 replies) (2000-Jul-9)

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