RANT: Modding M&B very different to PYTHON !!!

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Manakel

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Hello

A small rant ...
I would like a lot of people to realize that the module system of M&B, although written in python, has nothing to do with python. It's a code preprocessor for the M&B engine.
You don't write python code to mod M&B. You simply pack M&B pseudo code into a python file.
And M&B pseudo code have nothing to do with python syntax, expressiveness , high level features etc...
The only python impact is the syntax of lists and the correct indenting.
You could pack the pseudo code in XML, text file, Excel spreadsheet, it just happen to be python...

It's not at all the same principle than other engines that can have embedded or added script language (lua for GMOD on Steam, Lua for CryEngine et...)




 
No offense intended, but I only have about two weeks of python under my belt and I kinda figured it out when I didn't see a single IF or any other logic I expected in any of the .py files from the module system.  But then again, I could be blind...

cl
 
You will find, if you keep hacking away, that it has most of the tools you need to construct any type of logic you need, and while it's very weird, it's basically Turing-complete.

So, yeah, it's weird.  Read header_operations, it will open up your brain as to how it works- the only other non-standard concept is that slots are memory spaces that, associated with one or more dummy Agents, can be used to create data structures (and there are other advanced tricks that I haven't learned yet).
 
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