RE: [GD-Design] Scripting Engine and C++ Games
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From: Stefan B. <sbo...@te...> - 2002-07-12 13:15:15
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> Take a look at http://www.drizzle.com/~scottb/gdc/fubi-paper.htm > > We are using it and are extremly happy with it, thanks Scott ;) > > Ofcourse you can still write whatever syntax for the laungage you want, or > use Lua/Python/Tcl ( Those seem to be the most commonly used ), but Fubi > is definitly the way to connect the scripting language up with the game. ... iff you are targeting Win32 only ;) You will have to come up with some other mechanism for NGC/PS2, although I suppose you could extract the parameter info from your Win32 exe and use it to generate some sort of tables that you can link into the NGC/PS2 version. But then, you might as well just use SWIG, or even Doxygen to scan your code to generate the export tables. That's what I do :) Oh, and for the record we use LUA. I looked at Python but it seems too heavy and sluggish for scripting our games. But then, I didn't really try using it in anger so it may work better than LUA in practice. LUA seems ok so far and "if it ain't broke..." so I guess I may never find out ;) Cheers, Stef! :) -- Stefan Boberg, R&D Manager - Team17 Software Ltd. bo...@te... |