![](http://members.byond.com/DerDragon/files/eyecandy_thumb.jpg)
For a while I'd wavered on the idea of implementing a scripting language into Core. The idea seemed like it'd be more tedious and hectic than it'd be worth. Well, I was wrong.
I didn't like the idea of using an already existing scripting language, because I wanted to have full control over how it functioned, and set it up to be used inside my object tree, as you'll see, much like BYOND. The payoff is amazing. I can edit game logic without having to recompile. I attach game logic to objects, rather than defining it inside the code.
I'm following very much in DM's footsteps. I still have a lot of work to do on it, but I thought I'd throw a screenshot out. The frame rate is actually because I have so many individual objects out with different materials, I have some optimization to do with that, but as far as the 200 running procs are concerned, there is virtually 0 CPU usage.
world
New()
x = 10
while(x > 0)
y = 10
while(y > 0)
new("/turf",x-1,0,y-1)
ball = new("/obj/sphere",x-1,0,y-1)
ball.color1 = pick("red","green","blue","cyan","magenta","yellow","gray")
refresh(ball)
spawn(0)
while(ball)
addforceglobal(ball,0,10000,0)
sleep(random(5)*10)
y -= 1
x -= 1
![](http://members.byond.com/DerDragon/files/parallax_thumb.jpg)
Something else you may be interested in is my continuing work on shaders. I have bump mapping and parallax mapping working. This shot shows the illusion of extra mesh geometry, when in fact, it's just a flat grid, with a shader. The effect is more impressive in real time. I just took two screenshots and put one on top of the other to show the effect.
![](http://members.byond.com/DerDragon/files/platedtynkin_thumb.jpg)
As for Tynkin, he's getting more detailed here and there. The shaders are working wonders on the model. He's got a bit of a "Zelda Windwaker" look to him, and that's pretty much what we're shooting for. In this shot you can see how different shaders are applied to different parts of the mesh based on the color region. Notice how the blue parts are toon shaded, while the gray parts have specular highlights and are not toon shaded. Also, the cyan parts do not repond to lighting at all, so they will glow in the dark. If you compare the Tynkin now to my previous models, he's come a long way already.
I think for starting this engine last November, I'm making pretty good time. Give me your thoughts!
*munch*... Err..uh... what robot?