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