Jestersage {l Wrote}:"precompile stuff", aka traditional method, is that while the map does have its own script, all the stuff basic logic will be loaded by the game, NOT the map. Obviously it was in Sauerbraten, but I do not know if such feature was taken out in Syntensity. Obviously, traditionally, you actually have to go through the code, mod it, recompile it, but perhaps syntensity would allow insertion of script that one's own master server can load?
This will be an actual a feature if one do want to make an actual MMO instead of "Virtual world that anyone can edit". If an MMO is about, say, a cowboy western FPS, you are not going to ask the map to load the script everytime the map is loaded, and then reload it again at the next map. Instead you will do it on a game level.
You don't really need the traditional approach as the scripts are compiled instantaneous by the Google v8 engine and besides the maps currently are loaded Sauerbaten style so it takes some time so the only problems this would occur is when we would have some seamless transition between maps, but then again if we had that we could always treat the maps as just as one map
This method gives you the advantage over the traditional approach in that you can compile basically instantaneous on all clients(for all OS that run the platform) and a major coding update could be done just by restarting the maps
Not to mention that game balancing would be really easy
Additionally the scripts contain both code run on client and code run on server so you know exactly what you are running on all clients
In the case of mmo however you might want to tweak the network code that isn't binded in scripts(too much) witch you have to do the old fashion way
Also if you get some heavy hitting cpu functions you might want to code that in C and then bind it into scripts