Re: RE: [GD-General] DLLs for game objects
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From: Brian H. <bri...@py...> - 2003-03-25 19:21:06
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>this still sounds extremely clunky compared to a scripting= language >that requires zero compilation time and can be comprehended by= most >level designers - not just c++ programmers... I think you're making some blanket assumptions here. 1.) Scripting languages are not necessarily more comprehensible= than compiled languages. They CAN be, but not always. 2.) Scripting languages still need to be processed. They can= either be byte compiled -- which is a compilation phase -- or they might= break during interpretation, which is harder to find than a= compile time error. 3.) the entity DLLs don't have to contain all the relevant= aspects of the entity. As mentioned elsewhere, the DLLs can contain the= more low level functionality and you can data drive the other aspects= using something a lot friendlier than a scripting language (cf.= the prior discussions on property based systems). Brian |