What scripting language should I use

Bill Baxter dnewsgroup at billbaxter.com
Thu Dec 14 17:30:14 PST 2006


Jari-Matti Mäkelä wrote:
> I've decided to create my next big game in D. It will be a rpg using D
> in the lower level stuff and an integrated scripting language for the
> game logic. Now, the only thing I'm not sure about is the scripting
> language. It needs to be object oriented / functional and somewhat
> portable (linux & windows).
> 
> I've searched the dsource site. There is already more or less complete
> support for
>  - python (pyd)
>  - ecmascript (dmdscript, walnut)
>  - minid
>  - lua (bindings lualib, dlua)
>  - squirrel (bindings)
>  - euphoria (freudo)
>  - lisp (dlisp)
> 
> Maybe there are other production ready implementations not listed here?
> 
> It seems the pyd, minid and dmdscript projects are well maintained.
> 
> The best option would be to fully integrate the scripting engine to my
> game. Using it via the C ABI should be ok, but requires a bit extra work.
> 
> Which one should I take. I don't want to end up using vaporware. The
> miniD projects looks interesting. I know dmdscript works, but I think
> those other languages might be better suited for my game.


If you don't have any sort of a low-memory requirement, then I'd say go 
with Python.  Kirk seems to be cranking away quite diligently at PyD, 
and D templates just keep getting better and better allowing PyD to do 
more stuff.  It looks to be in a virtuous cycle to me.

Python also has tons of libraries available for it, though I'm not sure 
that will make much difference in the game context, where pretty much 
everything you need will be specific to your game.  But for instance a 
quick search turned up an implementation of the ever-popular A* path 
planning algo:
     http://www.pygame.org/projects/9/195/

--bb


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