RE: [GD-General] Games using off-the-shelf scripting languages other than Python or Lua?
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From: tweety <mi...@sy...> - 2004-08-20 00:59:47
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What about java? I've seen a few games using it... ---------------------------------- Peace and love, Tweety mi...@sy... - twe...@us... YahooID: tweety_04_01 > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Zach Baker > Sent: August 18, 2004 10:31 PM > To: gam...@li... > Subject: Re: [GD-General] Games using off-the-shelf scripting > languages other than Python or Lua? > > mike wuetherick wrote: > > we have used simkin (www.simkin.co.uk) for our scripting > language for > > several years, it is a c-like language, very nice, simple to use and > > easily extensible. > > > > it is also cross-platform and can be integrated into many languages, > > including embedded devices and more. > > Are you actually using it under the terms of the LGPL? The LGPL is a > pretty demanding license to attach to a scripting language and in > particular to a language that might otherwise be suitable for being > embedded in a commercial game. > > To give my personal experience, I'm a Ruby fan but it's far > too slow and > large to consider embedding. JavaScript would be nice but I > do console > work and even stripped to the bone it is too large. > > I've evaluated Lua. It's okay, I think, and very good in theory, but > the code is really comment-deficient, the invocation overhead is not > low enough for me, and the syntax is just different enough from C that > bugs like leaving out a "then" after an if statement would > seem common. > But it is closer than anything else to the kind of language you would > typically want to embed in a commercial game, except maybe Small. > > I've rolled my own scripting languages and the control is worth it. > It's always been for "little languages" rather than > full-blown scripting > languages. The two huge abilities I gain with any scripting language > (from Ruby to formatting strings) are representing behavior > as data and > specifying behavior with problem-specific semantics. An off-the-shelf > language that happened to be suitable would be great, but my needs are > always too specific. But just gaining those two abilities tends to be > enough unless the game needs widespread scripting or deep scripting, > which hasn't happened on any games I've worked on. > > A need for widespread scripting suggests that a more scripty language > (Lisp, say) should be at the core of the game architecture in order to > minimize inevitable cross-language hangups. A need for deep scripting > suggests the use of a scripting language that meets some very specific > needs, which may make it difficult to use an off-the-shelf scripting > language. So as far as I can see, it all comes down to the more > mundane issues -- memory, memory, memory, speed, C/C++ interface, > familiar syntax -- rather than language features. I don't foresee > anyone embedding a language like Ruby in a commercial game. > > -- Zach. > > > > > ------------------------------------------------------- > SF.Net email is sponsored by Shop4tech.com-Lowest price on Blank Media > 100pk Sonic DVD-R 4x for only $29 -100pk Sonic DVD+R for only $33 > Save 50% off Retail on Ink & Toner - Free Shipping and Free Gift. > http://www.shop4tech.com/z/Inkjet_Cartridges/9_108_r285 > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |