Re: dynamic runtime responsiveness (was: Sweng-Gamedev Digest, Vol 54, Issue 1)
Richard <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Organization | multi-cellular, biological |
| Message-ID | <[email protected]> |
In article <[email protected]>, Jon Frisby <[email protected]> writes: > However (to keep this on the original point), many languages can > manage code reloading / code modification on-the-fly with without such > complexity. Ruby, while generally not a good fit for a (runtime) > scripting language for a game has language / engine features that > facilitate this to good effect. (See: Ruby on Rails in Development > mode, for example.) JavaScript would also be another example. Basically any of the highly dynamic scripting languages would qualify, I imagine. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://legalizeadulthood.wordpress.com/the-direct3d-graphics-pipeline/> Legalize Adulthood! <http://legalizeadulthood.wordpress.com> _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com