Dynamic language

F i L witte2008 at gmail.com
Fri Mar 16 02:10:01 PDT 2012


On Friday, 16 March 2012 at 07:48:19 UTC, so wrote:
> On Thursday, 15 March 2012 at 22:37:12 UTC, Manu wrote:
>
>> Do you expect users to be modifying the scripts in the retail 
>> release?
>> Surely scripting is still for what it has always been for, 
>> rapid
>> iteration/prototyping during development.
>
> You need to be able to do both.

There are other (arguably better) ways to do post-release game 
mods.


>> You only need the compiler as a part of the games 
>> asset-pipeline.
>
> That is the biggest and (only :) ) blocker.

There's no way around it really. Virtual Machines are technically 
compilers, to one degree or another. I'd argue that unless the 
entire engine is written in a interpreted/JITed language, having 
a compiler *only* as part of the development stage would be best 
for memory, performance, and file size. Just design the engine in 
a modularized way and publish libraries (plus tutorials) for a 
Mod community.




More information about the Digitalmars-d mailing list