To use a scripting language or not to use a scripting language?
solidstate1991 via Digitalmars-d
digitalmars-d at puremagic.com
Fri Jan 6 10:39:35 PST 2017
On Friday, 6 January 2017 at 14:49:10 UTC, Ivan Kazmenko wrote:
> On Friday, 6 January 2017 at 14:19:34 UTC, Anton Pastukhov
> wrote:
>>> As a game developer I can recommend to use Lua. This language
>>> is tradtionally used in many games/game engines.
>>
>> Ironically, one of D's declared selling points is, according
>> to https://dlang.org/overview.html:
>>
>>>Who is D For?
>>>Programmers who write half their application in scripting
>>>languages the other half in native langauges to speed up the
>>>bottlenecks. D has productivity features that make using such
>>>hybrid approaches unnecessary.
>
> The use case here is arguably different. In the ideal case,
> game logic scripts are editable by gamers which are not
> necessarily programmers. Chris Wright has already given a
> bunch of other reasons to use a self-contained, simple,
> domain-specific, and limited language in such a setting.
>
> Perhaps D will some day be usable in a language-as-a-library
> setting which would make it possible to use for game logic
> scripts, too. But considering the points above, it still won't
> necessarily be a good idea.
>
> Some of the top games use Python (Civilization IV) and Lua
> (World of Warcraft, Far Cry, SimCity 4) for scripting.
>
> Ivan Kazmenko.
I second this. My engine already have some scripting (although
currently untested) via XML for its map format, to make maps more
portable they have a script to load tiles and sprites on command,
this also enable modding to a certain degree. More scripting
would enable even deeper levels of modding without hacking the
executable file.
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