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.
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