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 > _______________________________________________ > > Sweng-Gamedev mailing list > [email protected] > <mailto:[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 > _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com