Quasar
Moderator

Posts: 4615
Registered: 08-00 |
This'll be the development thread for discussion of upcoming progress on aeon-branch, which is the effort to add, finally, a stable and powerful form of scripting to the Eternity Engine, courtesy of the SpiderMonkey ECMAScript virtual machine.
Current goals for Aeon include the following:
- "Code Anywhere" - Anywhere a string can go, Aeon can go. This will include inside EDF (using heredocs), where it can be used to define action functions inline with the objects that call them (similar to QuakeC or Duke3D CON), and inside properties of UDMF objects.
- Object-oriented prototype hierarchy that will present a clean structured interface to the internals of the DOOM engine. This will include the ability to refer to actors via ECMAScript references and not only by numeric TIDs.
- Backwards "API" compatibility with ACS via a global ACS interpreter object that offers access to all ACS functions as well as the ability to start/stop ACS scripts.
- High-level interfaces to systems like the HUD (similar to that previously available in Small) which save the scripter from essentially writing their own game engine just to put graphics on screen.
- Canvas objects for dynamic graphics and programmatic textures.
This is just a very small subset of what I hope to accomplish. I cannot say how long it will take to achieve all of these things, probably a good while. Part of it will depend on how fast we can develop the basic object model, and also on whether or not we get any help making this thing build on Linux-alikes.
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