Preprocessor 

BlitzScript3D Engine features a Case-Sensitive Mass Text Replacement Preprocessor that performs text replacement on *.bs files, outputing *.bsc files prior to compilation. You can write BlitzScript3D (*.bsc) files directly OR write *.bs in which the Preprocessor is called to process them. Using this simple 'Preprocessor' allows you to use BlitzScript3D in very interesting ways.

The Preprocessor is very simple in its operation. It loads in two files: bscvmPreprocessor.ioi and bscvmPreprocessor.ioo, creating a list from them that tells the Preprocessor what text to replace from and to respectively. In these two files, text is listed vertically in the order of precedence. Each line number of text in the .ioi file corresponds to the same line number of text in the .ioo file.

bscvmPreprocessor.ioi
(Custom Syntax, Consts, etc)
bscvmPreprocessor.ioo
(BlitzScript3D Syntax)
1

true

1

2

false

0

3

True

1

4

False

0

5

PI

3.14

6

?(

Print(

You can modify these files how you see fit, but, remember that the Preprocessor will output BlitzScript3D *.bsc file to be compiled. Caution is advised in using the Preprocessor because it merely performs text replacements. There is no Syntax Checking and any text defined in the .ioi and .ioo files are replaced in the *.bs file processing. This could adversly effect *.bsc code output , producing undesireable effects and syntax errors.

When using *.bs files the Preprocessor will overwrite *.bsc of the same filename. To avoid this, decide to use the *.bs or *.bsc extention exclusively with each filename.

Alternatively, you can script Constants which are used in the same manner as bscvmPreprocessor.ioi and bscvmPreprocessor.ioo files.