Deadlock presentation outcome
Kirk McDonald
kirklin.mcdonald at gmail.com
Mon May 14 18:10:13 PDT 2007
Tom S wrote:
> Frits van Bommel wrote:
>
>> Tom S wrote:
>>
>>> Charlie wrote:
>>>
>>>> > <general NG query> If you know of any other scripting approaches /
>>>> > languages that would do a better or comparable job to what I briefly
>>>> > described, let us know! Note: I've looked at all the scripting
>>>> languages
>>>> > listed at wikipedia and gamedev.net's 'Scripting and Mods' forum FAQ
>>>> > </general>
>>>>
>>>> Have you considered minid -> http://dsource.org/projects/minid ?
>>>
>>>
>>> Dang! No :o *runs quickly to dsource* Thanks for the reminder :D
>>
>>
>> You also didn't mention Python. (+ Pyd wrapper from
>> http://dsource.org/projects/pyd)
>
>
> It was listed at wikipedia *g*
>
> It's heavier than Lua and I don't know if it would offer anything more
> than Squirrel... It would surely introduce a different syntax, e.g. many
> people don't like the whitespace code grouping.
>
> As for Pyd, I'm not sure how much we'd (ab)use it. If we make some
> bindings, they'll probably be done in such a way as to be able to use
> multiple scripting languages or mix them. So either our wrapper will use
> PyD, or we'll just go with the low level C API, *if* we decide to use
> Python.
>
> If it turns out that a general binding for many scripting languages
> boils down to just a handful of templates, Python might be an option too :D
>
>
One option to consider is exposing a general D API to script with, and
then wrapping that API with the various scripting languages. (I admit I
mention this because it is the sort of situation Pyd was written for:
wrapping an existing D API with an interface to Python.)
--
Kirk McDonald
http://kirkmcdonald.blogspot.com
Pyd: Connecting D and Python
http://pyd.dsource.org
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