Re: A few questions about scripting

Juan Linietsky <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
A little off-topic, but our studio recently switched from Lua to Squirrel:

http://squirrel-lang.org/

Squirrel is very similar to Lua in design (almost identical), but has a
syntax more similar to C++/Javascript which makes it easier to new
programmers (with a background on C/C++/Java/Javascript/Php/etc) to get used
to.
As a plus, it has an built in OO features similar to Python, which makes it
much easier and simpler to bind to C++ or OO APIs.

Juan Linietsky, Codenix.




On Thu, Apr 29, 2010 at 1:09 PM, Douglas Cox <[email protected]> wrote:

> 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
>
>
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