RE: Games using off-the-shelf scripting languages other than Python or Lua?

"tweety" <[email protected]> Thu, 19 Aug 2004 20:59:30 -0400
Newsgroups gmane.games.devel.general
Message-ID <20040820005944.RGKK25796.tomts36-srv.bellnexxia.net@xp2500>
What about java? I've seen a few games using it...

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Tweety
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YahooID: tweety_04_01

> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On 
> Behalf Of Zach Baker
> Sent: August 18, 2004 10:31 PM
> To: [email protected]
> 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.
> 
> 
> 
> 
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