Re: [GD-General] Off the shelf scripting languages
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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 |