Re: A few questions about scripting

Sylvain Vignaud <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
I'd not digress on what is and what's not a scripted language.

Instead I'll define the major advantages I seek in a scripted language:
- ease of reloading the script from within the game whithout 
restarting/reloading everything from scratch
- security/protection on the script not wrecking the memory & the program.


If that's an advantage for some parts of one's work, it definitely 
should be evaluated.

Main classic uses:
- gameplay.
- cinematic & scripted events.

I'd guess any part that is very heavy on mathematical computations shall 
not be programmed in a scripted language ; any other part may fit in.

On 27/04/10 10:16, Joe Hegarty wrote:
>
> I personally always thought the distinction was whether or not the 
> language is embedded in another application or whether it creates 
> stand-alone "real" applications in its own right. I'd consider Perl to 
> be a general purpose programming language not a scripting language, no 
> matter how it's interpreted.
>
> Wikipedia seems to agree with me, not that that means much - 
> http://en.wikipedia.org/wiki/Scripting_language
>
> Joe Hegarty
>
> Network Programmer
>
> Microsoft Game Studios
>
> [email protected]
>
> *From:* [email protected] 
> [mailto:[email protected]] *On Behalf Of 
> *kalin -
> *Sent:* 27 April 2010 15:04
> *To:* [email protected]
> *Subject:* Re: [Sweng-Gamedev] A few questions about scripting
>
> UnrealScript is a runtime interpreted language, so I think you can 
> safely classify that as scripting.
>
> C# will be compiled to native machine instructions, I don't think it 
> is particularly accurate to call it a scripting language.
>
> On Tue, Apr 27, 2010 at 10:56 PM, Thaddaeus Frogley <codemonkey.uk 
> <http://codemonkey.uk>@gmail.com <http://gmail.com>> wrote:
>
> On 27 April 2010 14:35, Brandon Van Every <[email protected] 
> <mailto:[email protected]>> wrote:
> >
> > They are not interpreted.  Using an interpreted language is a way to
> > speed up prototyping.  Semantically, they are also more restrictive as
> > to type than typical scripting languages.
> >
>
> And where do you stand on UnrealScript (UScript)?
>
> Is it scripting, or not-scripting?
>
>
> Thad
>
> --
> Thaddaeus Frogley
> Senior Programmer, Climax Games
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