Re: A few questions about scripting
Will Vale <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Organization | Second Intention Limited |
| Message-ID | <op.vbwaulb46q9wgg@pimmetje> |
On Thu, 29 Apr 2010 01:32:19 +1200, Brandon Van Every <[email protected]> wrote: > The past is the past. But given the languages that are available > off-the-shelf today, would you still be inclined to roll your own? I doubt it. What would be the point? If you want a general purpose embedded language you'd probably choose Lua. The situation was a lot less clear in 1998 though. To be fair, developing the language, compiler and runtime initially didn't take that much programmer time - a couple of man months? But we did pay for a false start before, and maintenance later. Plus those two months pushed back some of the design schedule which had knock-on effects. The perils of starting from the ground up. > Let alone roll 2 of your own. I think I'd still be tempted to roll my own high level mission language, for the reasons in my earlier post. This feels like a good trade-off between coder effort (not much) and ease of building the game (much). One thing I forgot to mention in the original pros/cons - a benefit of having a 'proper' language (and toolset) embedded in your game is it opens up a lot of modding possibilities. We even wrote our mod front end (selecting and activating multiple mods) in script as a post-release patch. But that's a PC-specific luxury, not many people can do that these days. Will _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com