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Re: GDL, XML and others...Re: OT Python stuff (was RE: Python in Xconq)
On Wed, Nov 19, 2003 at 11:37:31PM -0500, Eric McDonald wrote:
> > bite the bullet and create an interpreter for that language.
> >How complex language do we need for
> > standing orders?
>
> Not very. That is why I suggested merely extending the standing
> orders syntax.
hmmm as long as this extension covers the use cases i send some time ago
(e.g. a true sentry standing order) as long as i don't confound again
with a doctrine....
> > However, there is XML. What GDL do today can be carried out by XML tomorrow or rather, we can
> > defined an XML language called XGDL, eXtensible Game Design Language. Given the immense support
> > for XML in the industry, there's plenty of open source tools and libraries etc one can use to to
> > create an XML parser for XGDL so it can read scenarious in XML.
>
> The section I cited above:
> http://sources.redhat.com/xconq/manual/hacking_9.html#SEC9
> also demonstrates how GDL is less cumbersome to deal with.
yep, what GDL uses most are tables, and that's a structure that is
really hard to manage easily under XML... i gave it a shot some time a
go to make a grammar for GDL, but the result was very cumebrsome.... and
unless we make a proper editor for it, not very human readable, thus
worse than actual GDL....
> > For tiny snippets of procedural code, one can use ECMAscript
> >(aka Javascript). Sure, not the most
> > fantastic language.
uh... why that?
> > Oh, anyone for using SVG to define the graphics... I swear, SVG is the coolest thing since sliced
yep, its only unfortunate that still most browsers can't interpret that
stuff, since i agree, this really cool!
--
ciao bboett
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bboett@adlp.org
http://inforezo.u-strasbg.fr/~bboett
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