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UNIGINE script debugger GUI


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Proposal

 

Addition of a more sophisticated UNIGINE script debugger GUI.

 

Reason

 

As most of the game logic and also UNIGINE extensions (e.g. network code, character systems, etc) will be implemented as UNIGINE script code a more sophisticated and user-friendly runtime-debugging facility is absolutely essential. Otherwise the round-trip-time benefit of scripting will be completely vaporized by low-level, printf-style debugging nightmares.

 

VisualStudio debugger feature level might be far to complex, but at least the following features are required for efficient script coding

 

Minimum Features

 

  • integrated GUI-debugger-interface compareable to existing UNIGINE editor
  • some kind of script code-/variable/callstack tree-view
  • start script file editor on double-click of script file/function
  • interactive setting/removal of script code breakpoints
  • online-view of variable-states within current debugging frame after break
  • single-step code execution with automatic variable-state view update

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