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Re: Scripting
Jorrit Tyberghein wrote:
>
> Steve Baker wrote:
>
> > I'd object to the idea that development is easier in Python/whatever than
> > C++ - and once you take away that, why write slow code when for the same
> > effort or less, you can have fast code? I know a lot of Python/whatever
> > enthusiasts are going to object to that view - but for me personally, it's
> > CERTAINLY true.
>
> That depends on the kind of game though. I know networked games that
> plan to send game entity data over the network. And that INCLUDES
> their behaviour (i.e. scripts). This is hard to do with C or C++ code.
Yes - I agree. For things like behavior scripting there are a lot of
things to favor doing it in an interpreted language...in the section of
my reply that you quoted, I was responding to the suggestion that the
main body of the game be written in a scripting language - which I don't
agree with.
> A script is a lot easier to send because it is interpreted. So if you don't know
> in advance what scripts you are going to need in a game then C or C++
> is out of the question since you need a compiler to do run those scripts.
> And who is going to include a C++ compiler in their game?
Indeed - although for a purely Linux game, it's a really safe bet to assume
it's already installed.
> I would also only use scripting for the following:
> - AI (but with a lot of help from a fast C++ library)
> - Behaviour of entities (this is closely related to AI but not always)
> Like: what happens if someone opens this chest.
> - Scenariou setup.
Yes - exactly.
> Things like physics, rendering, and so on should be done in the native
> language (i.e. C++).
Yep. That seems to be the prevailing view across the industry.
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