Thread: [GD-General] Off the shelf scripting languages
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From: Marc F. <ma...@ma...> - 2003-04-16 22:59:05
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Hi, I'm currently having a look at a scripting language to integrate in my game engine. Building a complete home-made solution is not very realistic due to the time I can spend on this point, so I'm looking for an existing and well established one. It seems that Python, Lua and Ruby are popular choices in that topic. Does anybody have some pointers that could help me in comparing them and choosing one, knowing that the criterions are : - Easiness in binding with C++ classes/integration in the current engine - Simplicity of its syntax (to have quick up-and-running users/coders) - Lightweight - Portable (for console games mainly) - Extra tools available (debugger, editors, win32 syntax highlighting controls ...) thanks. -Marc Fascia PS: please excuse me if this message was sent multiple times. I had apparently some troubles in getting subscribed ! |
From: Mick W. <mi...@ne...> - 2003-04-16 23:14:10
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There was a thread on this subject in GC-Consoles, Starting Feb-17-2003, you might be able to get to it with: http://sourceforge.net/mailarchive/forum.php?forum_id=553&max_rows=25&st yle=flat&viewmonth=200302&viewday=17 The usual mixed advice.... Mick. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Marc Fascia > Sent: Wednesday, April 16, 2003 4:00 PM > To: GD General List > Subject: [GD-General] Off the shelf scripting languages > > > Hi, > > I'm currently having a look at a scripting language to > integrate in my game engine. Building a complete home-made > solution is not very realistic due to the time I can spend on > this point, so I'm looking for an existing and well > established one. It seems that Python, Lua and Ruby are > popular choices in that topic. > > Does anybody have some pointers that could help me in > comparing them and choosing one, knowing that the criterions are : > - Easiness in binding with C++ classes/integration in the > current engine > - Simplicity of its syntax (to have quick up-and-running users/coders) > - Lightweight > - Portable (for console games mainly) > - Extra tools available (debugger, editors, win32 syntax > highlighting controls ...) > > thanks. > > -Marc Fascia > > PS: please excuse me if this message was sent multiple times. > I had apparently some troubles in getting subscribed ! > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Marc F. <ma...@ma...> - 2003-04-16 23:25:34
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wow cool, I was not even aware this mailing list existed ! Many thanks. I'm going to subscribe right now ! -Marc -----Message d'origine----- De : gam...@li... [mailto:gam...@li...]De la part de Mick West Envoye : jeudi 17 avril 2003 01:14 A : gam...@li... Objet : RE: [GD-General] Off the shelf scripting languages There was a thread on this subject in GC-Consoles, Starting Feb-17-2003, you might be able to get to it with: http://sourceforge.net/mailarchive/forum.php?forum_id=553&max_rows=25&st yle=flat&viewmonth=200302&viewday=17 The usual mixed advice.... Mick. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Marc Fascia > Sent: Wednesday, April 16, 2003 4:00 PM > To: GD General List > Subject: [GD-General] Off the shelf scripting languages > > > Hi, > > I'm currently having a look at a scripting language to > integrate in my game engine. Building a complete home-made > solution is not very realistic due to the time I can spend on > this point, so I'm looking for an existing and well > established one. It seems that Python, Lua and Ruby are > popular choices in that topic. > > Does anybody have some pointers that could help me in > comparing them and choosing one, knowing that the criterions are : > - Easiness in binding with C++ classes/integration in the > current engine > - Simplicity of its syntax (to have quick up-and-running users/coders) > - Lightweight > - Portable (for console games mainly) > - Extra tools available (debugger, editors, win32 syntax > highlighting controls ...) > > thanks. > > -Marc Fascia > > PS: please excuse me if this message was sent multiple times. > I had apparently some troubles in getting subscribed ! > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 > ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Parveen K. <pk...@al...> - 2003-04-17 00:13:12
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On Wed, 2003-04-16 at 15:59, Marc Fascia wrote: > Does anybody have some pointers that could help me in comparing them and > choosing one, knowing that the criterions are : > - Easiness in binding with C++ classes/integration in the current engine > - Simplicity of its syntax (to have quick up-and-running users/coders) > - Lightweight > - Portable (for console games mainly) > - Extra tools available (debugger, editors, win32 syntax highlighting > controls ...) Some info on Lua. http://gamestudies.cdis.org/%7Eamatheson/LUA-Part01/Part01-section01.html http://sourceforge.net/docman/display_doc.php?docid=3D14433&group_id=3D6545= 6 Some like Simkin. http://www.simkin.co.uk/ Both seem to fit your needs on the PC end. Couldn't tell you about console= s though. --=20 Parveen Kaler <pk...@al...> http://www.sfu.ca/~pkaler |
From: gekido <ge...@ub...> - 2003-04-17 01:23:10
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simkin is pretty slick, from a scripting perspective, and simple enough that you don't need a CS degree to figure it out... we continue to find all kinds of interesting uses for it with Reality Factory. cheers mike w www.pureanarchygames.com Parveen Kaler wrote: > On Wed, 2003-04-16 at 15:59, Marc Fascia wrote: > > >>Does anybody have some pointers that could help me in comparing them and >>choosing one, knowing that the criterions are : >>- Easiness in binding with C++ classes/integration in the current engine >>- Simplicity of its syntax (to have quick up-and-running users/coders) >>- Lightweight >>- Portable (for console games mainly) >>- Extra tools available (debugger, editors, win32 syntax highlighting >>controls ...) > > > Some info on Lua. > http://gamestudies.cdis.org/%7Eamatheson/LUA-Part01/Part01-section01.html > http://sourceforge.net/docman/display_doc.php?docid=14433&group_id=65456 > > Some like Simkin. > http://www.simkin.co.uk/ > > Both seem to fit your needs on the PC end. Couldn't tell you about consoles though. > |
From: Nalin S. <ns...@vs...> - 2003-04-18 13:03:25
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Incase you're programming on Win32 platform; one way to quickly solve your problem is to expose all the scriptable objects as com objects that expose the IDispatch interface (easily done through Wizards in VC++ or VS.NET); and then use either JavaScript or VBScript as the scripting language each of whose interpreters come build into Windows; or get installed with MSIE onto Win98/95. This way you can have a scriptable game-engine up and running in a matter of 2-3 max 6-7 days with an industry strength scripting language. Also, in the past I've written things that allow Microsoft Java VM to interpret java byte-code that manipulates COM objects or even calls functions from DLLs; and this is much simpler than it sounds on first glance and you can in essence do the same for C# also incase you want to use C# as the scripting language. By simple I mean one can write an ISAPI Java servlet container that invokes java servlets in the Microsoft JVM in less than 800 lines of code; which would allow you to run java servlets using IIS or PWS on WinNT 4. Alternatively; if you're open to exposing your scriptable objects as COM objects; you can even write a VB DLL that uses those objects that'd get loaded by your game engine at run-time; with the speed, flexibility and processing power of VB. Regards, Nalin Savara ----- Original Message ----- From: "Marc Fascia" <ma...@ma...> To: "GD General List" <gam...@li...> Sent: Thursday, April 17, 2003 4:29 AM Subject: [GD-General] Off the shelf scripting languages > Hi, > > I'm currently having a look at a scripting language to integrate in my game > engine. Building a complete home-made solution is not very realistic due to > the time I can spend on this point, so I'm looking for an existing and well > established one. It seems that Python, Lua and Ruby are popular choices in > that topic. > > Does anybody have some pointers that could help me in comparing them and > choosing one, knowing that the criterions are : > - Easiness in binding with C++ classes/integration in the current engine > - Simplicity of its syntax (to have quick up-and-running users/coders) > - Lightweight > - Portable (for console games mainly) > - Extra tools available (debugger, editors, win32 syntax highlighting > controls ...) > > thanks. > > -Marc Fascia > > PS: please excuse me if this message was sent multiple times. I had > apparently some troubles in getting subscribed ! > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |