21.06.2011, 09:36
I have some ideas for large Pawn project management, because it's become apparent to me that Pawn is not a language that scales well when scripts become large. I'm not really sure where it would be best to put such a topic.
In littlewhitey's script I've tried to "modularize" the code by using macro's (to simulate namespaces), making use of the file-system, and the static variables in-built scope "limits". I think this is important for larger projects worked on by multiple people. I may put my ideas down into writing and finish off the tools after I've finished my next project milestone.
I've written a half-assed pre-compiler program in C# which has assisted with my personal standards. It converts made up higher-level ("Pawn+"
) constructs down to Pawn code and then fires it off to the compiler.
In littlewhitey's script I've tried to "modularize" the code by using macro's (to simulate namespaces), making use of the file-system, and the static variables in-built scope "limits". I think this is important for larger projects worked on by multiple people. I may put my ideas down into writing and finish off the tools after I've finished my next project milestone.
I've written a half-assed pre-compiler program in C# which has assisted with my personal standards. It converts made up higher-level ("Pawn+"
