There will also be a TPCL Editor of some sort...that will come later. My current thoughts on that involve representing the code in a series of TPCL Nodes that contain code information and references to embedded expressions.
Current unresolved issues are as follows:
- I would like to, for example, register Components as listeners on their associated Properties so that they can update and check themselves if a property changes (say, a Property changes it's name...we don't want the Ruleset designer to have to reassociate every Component that used that Property with the Property all over again, do we?) The problem is that we need to ensure a specific order of initialization for the components if that's what we're going to do and then we can't have interdependency (A listens to B and B listens to A)...or we need to first load all of our objects and then deal with the connections?
- With a generic "generateCode()" method in the GameObject class how can we elegantly ensure that every GameObject addon module properly supports what we want to provide output for tpserv-cpp and tpserv-py for example. Maybe a "supported_output_types" field in the GameObject that is checked on runtime?
1 comment:
TPCL has a nice feature which solves your recursive dependency problem.
Things can only depend on things which have a rank greater or equal to them.
From the TPCL document,
In section, TPCL Property Value function,
"This function can not depend on any property which has an rank which is less then or equal to this property."
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