SOBot proof of concept release
Posted: 31 Jan 2006, 16:51
Hi everyone,
I've being tring to hit on the forums but was having issues (tnx Betalord).
Well, I'm new to TASpring, but I decided to try to contribute something to it aswell.
I know there are a pack of AIs around already, and some are coming out really nice.
But I still wanted to adopt a new approach to current way AIs are being made.
I spent a weekend coding this, and it's FAR from complete, or even functional.
But I wanted to know what the community thinks of it.
What I did, was hook the TASpring GlobalAI API to a ECMAScript (Javascript) handler.
Before any flaming begins, NO, this won't make the AI slow.
Critical parts of the AI shall be implemented still in C.
For example, Krogothe's Metal Class in already in it, and may be accessed thru a global variable called metal.
So I can keep performance critical stuff in C, and expose them to javascript.
My current development has paused, since I'm moving to a new place, and I have no Windows box right now to continue it's development.
But if anyone finds this interesting, and want's to develop the javascript part of the AI, I would be willing to continue.
Well, I'm including a 2 files in this post.
One zip with the AI dll, and a example javascript that documents everything that has been implemented so far, and another one with the JS32.dll which should be placed along with the TASpring.exe
SOBot 0.0.2
JS32 Library
I would love constructive comments and suggestions.
Cya
I've being tring to hit on the forums but was having issues (tnx Betalord).
Well, I'm new to TASpring, but I decided to try to contribute something to it aswell.
I know there are a pack of AIs around already, and some are coming out really nice.
But I still wanted to adopt a new approach to current way AIs are being made.
I spent a weekend coding this, and it's FAR from complete, or even functional.
But I wanted to know what the community thinks of it.
What I did, was hook the TASpring GlobalAI API to a ECMAScript (Javascript) handler.
Before any flaming begins, NO, this won't make the AI slow.
Critical parts of the AI shall be implemented still in C.
For example, Krogothe's Metal Class in already in it, and may be accessed thru a global variable called metal.
So I can keep performance critical stuff in C, and expose them to javascript.
My current development has paused, since I'm moving to a new place, and I have no Windows box right now to continue it's development.
But if anyone finds this interesting, and want's to develop the javascript part of the AI, I would be willing to continue.
Well, I'm including a 2 files in this post.
One zip with the AI dll, and a example javascript that documents everything that has been implemented so far, and another one with the JS32.dll which should be placed along with the TASpring.exe
SOBot 0.0.2
JS32 Library
I would love constructive comments and suggestions.
Cya