RE: [GD-General] Scripting Systems
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From: Donavon K. <kei...@ea...> - 2004-01-31 21:21:04
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Mono appears to be shaping up nicely. They say they're targeting a 1.0 release in Q2 and 1.2 by the end of the year. At this point most of the effort is in finishing the class libraries -- not really a concern for game devs. So I'd say it's mature enough to begin evaluating but, sure, a commitment at this time would be a gamble. I don't think it would be a *huge* gamble, given that it's open source and that there's a quite a lot of interest in the project. I think it more comes down to whether you can get it to build on your target platform, what the footprint is going to be, etc. With the x86 and PowerPC jitters essentially complete (FWICT), Xbox 1 & 2 and GameCube 1 & 2 seem the most promising. And then there's always the interpreter engine... Even if you can strip it down to the barest essentials, I doubt it's going to be anywhere near as lean as Python much less Lua, and for current generation consoles that's pretty much a deal-killer. I'm more intrigued by the possibility of using C# for downloadable games and not requiring players to also download a 23MB runtime. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On Behalf Of > Timur Davidenko > Sent: Saturday, January 31, 2004 5:17 AM > To: gam...@li... > Subject: RE: [GD-General] Scripting Systems > > .NET seems to be not portable enough for now, > If you planning that your game will also be available not on PC but on > consoles (And you always have to plan it, if you planning your game to > be successful), .NET if not right choose right now. > Although I seen .NET runtime open source initiative's, it seems kind > risky. > > _____________________ > Timur Davidenko. > Crytek (www.crytek.com) > > -----Original Message----- > From: tweety [mailto:mi...@sy...] > Sent: Thursday, January 29, 2004 10:04 AM > To: gam...@li... > Subject: RE: [GD-General] Scripting Systems > > Has anyone tried using the dotNet framework for doing scripting? As I'm > currently writing a game in c# (small, hobby-like game :D), it seems > natural. It's also quite fast and there is a pretty good debugger for it > (VS.NET). You could also use it with COM interop from C, who knows, > maybe > it's fast enough... > > ---------------------------------- > Peace and love, > Tweety > mi...@sy... - twe...@us... > YahooID: tweety_04_01 > > ________________________________________________________________________ __ > ___________________________ > Disclaimer: > > This message contains confidential information and is intended only for > the individual named. If you are not the named addressee you should not > disseminate, distribute or copy this e-mail. Please notify the sender > immediately by e-mail if you have received this e-mail by mistake and > delete this e-mail from your system. E-mail transmission cannot be > guaranteed to be secure or error-free as information could be intercepted, > corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. > The sender therefore does not accept liability for any errors or omissions > in the contents of this message, which arise as a result of e-mail > transmission. If verification is required please request a hard-copy > version. Crytek GmbH -http:// www.crytek.com > > > ------------------------------------------------------- > The SF.Net email is sponsored by EclipseCon 2004 > Premiere Conference on Open Tools Development and Integration > See the breadth of Eclipse activity. February 3-5 in Anaheim, CA. > http://www.eclipsecon.org/osdn > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU7 |