Re: A few questions about scripting
Douglas Cox <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
> > Regarding custom languages: how's the debugger support? I think the > debugger support for existing languages (Python, Lua, Erlang, JavaScript, > ActionScript etc) is spotty enough that I wouldn't even want to think about > a language for which I'd have to write the debugger. (And a language that > could be debugged by gdb would be close to "no debugger" anyway -- "slow" > doesn't even begin to describe it, and all the GUI wrappers on top of it ;-) > There's a lot more motivation for writing a nice debugger when all the programmers on the team need to use it. We've had one for our previous 'script' language since the first game. I'm sure it would be better if the engine programmers needed to use it more, but it's certainly not terrible because it is such a useful tool to have. Oddly(?) the fact that debugger support in those languages is a little rough was a reason to work on one ourselves. At least then it can fit nicely into our editor. -doug _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com