Author Topic: So... Thinking about eggs...  (Read 2444 times)

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Offline Zyklus

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So... Thinking about eggs...
« on: September 09, 2010, 07:58:28 PM »
Haha, no.

Actually, I thought I would be really loaded with busy work this semester.  Somehow it turned out differently.  Anyways, I thought about what I could do in my free time.  So I thought about making EGG.

History of EGG
Megiddo, Stickly Man, and I were hanging out; Stickly and Megiddo were in a "coding session" as they call it, and I was doin' mah own thing in gmod.  I can't remember when it was -- probably a year or so, or maybe it was last winter?  Anyways, they thought it would be cool if I remade ECS or something, and I thought, "why not?  Sounds like it could be fun!"  So I hammered away, and after a couple of trial and errors building the script (a few hours, day, or weeks later, can't remember), had a semi-working prototype.  While they watched the demonstration, I think it was Stickly that asked me, "What're you gonna call it?"  And without really thinking, I spewed out, "EGG."
Stickly (and/or Megiddo): "EGG?"
Me: "Yeah, ... Entity ... Good Good."
-- "Entity Good Good?"
-- "Yup."
-- "..."

ZOMG TL;DR
Need some brainstorming ideas about EGG.  I need some feedback of some kind.  At the moment I thought about having a selection system, where operations (such as "translate"/"addpos", "setpos", "setang", "addang", and etc) operated upon selections.  Selections can be stored and later recalled, and objects can belong to more than one selection.  For instance, building a fort, you'll group the floor objects into a "Floor" selection, ceiling objects into a "Ceiling" selection, and objects for the north wall into a "NorthWall" selection and etc.  Expanding the room is easy:
Code: [Select]
// Sample console commands:
egg_new     // Clears selection
egg_select  // Adds the object that the player is looking at to selection
// ...
egg_save NorthWall  // Saves selection as "NorthWall"

egg_select  Ceiling  // Clears current selection and adds the "Ceiling" selection to current selection
egg_translate  - - 16
egg_select  NorthWall
egg_translate  - 16 -

Of course all of these can be shorthand in the chat box via a apostrophe or percent sign...  Also, should EGG be limited to just manipulating physical properties, or should it also include all entity properties (health, color, material, and etc)?

Thoughts?

Offline Megiddo

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Re: So... Thinking about eggs...
« Reply #1 on: September 09, 2010, 08:10:38 PM »
As long as you don't mind having a dependence on ULib, I'd suggest you use ULib.cmds.addCommand so that your command structure looks more like "egg save ..." or "egg select ..." this way you've got a better autocomplete system and it looks a little cleaner.

As far as hp and color and all that... I'm sort of sitting on the fence. It'd be nice to do that in batch, but there's tools that already do it so well (though not in batch)...

Maybe you should start with just a simple ECS clone, release, and see what people think of it? I suspect people are going to ask for some kind of GUI right off the bat...
Experiencing God's grace one day at a time.

Offline JamminR

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Re: So... Thinking about eggs...
« Reply #2 on: September 09, 2010, 09:01:16 PM »
Geez, I never learned to use ECS to anywhere near it's full potential with its awesome but complex capability.
If you could get your bro to add in GUI (perhaps, if you make it ULib dependent, have him write an XGUI plugin)
* JamminR drools for a hardboiled GUI rich EGG
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming