Re: [GD-General] Scripting Systems
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From: Thatcher U. <tu...@tu...> - 2004-01-30 20:24:09
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On Jan 29, 2004 at 12:18 -0500, Brian Hook wrote: > > in gamedev. It is cool to use a very flexible language for small > > stuff like scripting parts of level. > > But you'll have the same problems. Language syntax errors, e.g. > forgetting a "do" or "end", can be caught using the luac compiler, but > semantic syntax bugs, e.g. "nname" instead of "name", won't be caught. > > So if you script just triggers or just scripted sequences, you can > still have a problem with errors. Sure, the problem is minimized, but > it still exists. Yes indeed. The JavaScript 2.0 spec apparently adds optional static type checking. I think JavaScript has somewhat more practical syntax and class semantics, compared to Lua, as well. I've never tried to embed a JavaScript interpreter though. -- Thatcher Ulrich http://tulrich.com |