ben_o wrote:The code that interprete cel scripts seem fairly staightforward to add to. Add a hook to celengine/cmdparser.cpp to understand the code, and a command in celengine/command.cpp to implement. (The vector<OverlayImage> I would need is already somewhat implemented in celestia/celestiacore.cpp)
Well, modifying celx.cpp isn't much harder once you got the general picture of how the Lua<->C++ interface works.
I haven't been looking at how Lua interfaces with celestia though. What's the best place to get a heads up on .celx and how it works inside celestia?
It's all in src/celestia/celx.cpp, which has become quite a monster with over 4500 lines of code. Most of it is just Lua/C++-interface code, nothing complicated. I can answer your questions, maybe open a new thread in the scripting forum?
(Oh, and about using url's for images... just an offshoot from a far flung idea I had to use a bittorrent style service to 'stream' high quality VT's as and when people needed them. Bittorrent to lower the demand on the server, and also to lower the initial download payload of Celestia. Probably never be implemented, but what the hey.)
Well, even my HD has problems to keep up with texture-loading, I can't imagine pulling them over the network would really be anywhere fast enough (bandwidth and latency-wise).
Harald