What scripting language should I use

Jari-Matti Mäkelä jmjmak at utu.fi.invalid
Fri Dec 15 05:28:25 PST 2006


Jarrett Billingsley wrote:
> "Jari-Matti Mäkelä" <jmjmak at utu.fi.invalid> wrote in message 
> news:elssha$npp$1 at digitaldaemon.com...
>> 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.
> 
> Maybe I'm biased, but I'd use MiniD if I were you ;)

Ok, I'll try it on a mini project first. It looks very interesting.

> As it stands, though, MiniD isn't finished quite yet, and I plan on making 
> some rather big changes to it over Christmas break.  However, I hope to have 
> a "version 1.0" of some sort -- i.e. a stable release -- out in conjunction 
> with D 1.0 (i.e. January 1st).

No hurry. :) I think I'll start working with the scripting in 3-5
months, i.e. after the core engine is functional.

> That will hopefully also include a Pyd-like 
> binding library.  Not sure about coroutines, but if I can get those 
> implemented as well, that would be a great bonus.

Great.

> Pretty much the main motivation for using MiniD is that it's an entirely D 
> project, and as such, can evolve along with D and support D constructs and 
> types natively.  Not to knock Pyd because it's an amazing system and is/will 
> be a great inspiration for what the MiniD binding lib will be like. 

Yup.


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