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 > > > _______________________________________________ > 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