Re: [GD-General] JavaScript as a scripting language
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From: Noel L. <ll...@co...> - 2002-12-06 21:45:23
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On Fri, 06 Dec 2002 12:23:09 -0800 Brian Hook <bri...@py...> wrote: > All that said, I'm pretty down on game scripting in general, but I'll > leave that for another post. Oh, please, don't leave us hanging. Tell us what is in your mind. I've been wrestling with the idea of scripting for years. My reasoning goes something along these lines. I'll be in one of these states depending on the current month: - First I really, trully, think it's the best way to put the power in the artist's and designers hands without involving the programmers. - Then I start thinking that a programmer should be involved anyway, but it's still a great way to decouple game behavior that changes all the time from engine code. - Then I realize that if we're going to have a programmer involved, the pain and suffering we go through for a scripting language might be totally moot. Debugging goes from non-existent to sucky (compared to the C++ debugger), performance needs a lot of tweaking and has to be done carefully... so we might as well write all that code in C++. - Then I realize that the programmers are in the way and I go back to step one. Some side thoughts are using C++ as DLLs, which helps with some of the flexibility for the game code. Other thoughts is to use a scripting language as a middle layer. Designers and artists don't have to ever touch it unless they want to. All the tools generate that intermediate language (for behaviors, triggers, GUI, etc), which can also be examined and edited directly. All in all, when it comes down to it, I still haven't made up my mind. It's a potentially very complex and time-consuming system that could make things worse for everybody if done wrong. --Noel ll...@co... |