Re: Scripting Systems

Thatcher Ulrich <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
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


-------------------------------------------------------
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
[email protected]
https://lists.sourceforge.net/lists/listinfo/gamedevlists-general
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=557
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.