Re: A few questions about scripting
Tim Stowell <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
argh, sorry I meant "which parts might be best left to scripting and which parts might best be a fit for native c++/c etc" -Tim On Tue, Apr 27, 2010 at 8:23 AM, Tim Stowell <[email protected]> wrote: > I don't think it's pointless to ask about how much of a game is written in > a scripting language because for someone who may be trying to design their > own engine, it's useful to know how much of the engine's functionality might > best be left to scripting and which parts would be a better fit for > scripting. While it's true that it's all programming, implementing a > scripting engine takes a whole different work flow as compared to just > hitting the c++ compiler. > > -Tim > > > On Tue, Apr 27, 2010 at 8:17 AM, Thaddaeus Frogley <codemonkey.uk@ > gmail.com> wrote: > >> UnrealScript is compiled to bytecode, and executed by the UnrealEngine >> virtual machine. >> >> The distinction between "scripting language" and "not scripting >> language" is arbitrary and not clear cut. Getting your nickers in a >> twist about how our pet language is "not a scripting language" does >> you no favors. >> >> Trying to work out "what percentage of a game is written in scripting >> languages" is as pointless as asking what percentage of fixing are >> nails rather than to screws. >> >> At the end of the day, it's all programming. >> >> Thad >> -- >> Thaddaeus Frogley >> Senior Programmer, Climax Games >> _______________________________________________ >> Sweng-Gamedev mailing list >> [email protected] >> >> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com >> > > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com