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Using IronPython as a scripting language for monogame

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#1 hawkeye_de   Members   -  Reputation: 180


Posted 09 June 2014 - 11:54 AM

I'm currently developing a roguelike with monogame/C# and have the idea to use IronPython as the language to control the low-level behavior of all artificats (NPCs, items...) in the game.
So that would mean that with xml data files the stuff is heavily moddable and could also speed up my core development.
I'm unsure if this would be a wise decision since I have not found how cross-platform compliant the usage of IronPython is. I've seen various examples that it works on Windows but what is with other OS?
The alternative, which I see is to use C# as a built in scripting languge...the drawback is it is more verbose.
Any comments/suggestions?

Edited by hawkeye_de, 09 June 2014 - 11:55 AM.


#2 jdhardy   Members   -  Reputation: 469


Posted 10 June 2014 - 01:39 AM

If you're using it as a scripting system internal to your game, then it will run on just fine on any desktop OS. If the scripts need to interact with the OS (opening files, etc.) then there are a few issues on non-Windows systems, but nothing major.


Non-desktop OSes (iOS, Android, WinPhone, Win8) are not yet supported. Getting the core to work on them wouldn't be that hard (except iOS, which doesn't allow runtime code generation), it just takes time.

#3 hawkeye_de   Members   -  Reputation: 180


Posted 12 June 2014 - 11:12 AM

Ok, thx^^


I think, then I look more into C# scripting...with Roselyn it seems to be pretty easy