Good Scripting Language for C

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12 comments, last by Serapth 8 years, 8 months ago

It sounds like you are asking all the wrong questions in your various threads and failing to understand the context of the answers that you are being given.

This is what you need to do in order to achieve your goals:

1) learn to program. It doesn't matter what language C, C++, C#, Java, Javascript, Python whatever just learn to solve problems through with code

2) learn to write games, Start simple with things like text adventures, pong, breakout, tetris, space invaders

3) after you have written a few games you may already have a loose reusable codebase of "stuff" that you can reuse. It is at this step where you can decide "should I turn my codebase into an engine or should I use an existing engine?"

4) continue to write games, write more advanced features, learn new programming languages, add your scripting language (If you need it).

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I wouldn't recommend embedding Python either. However if you are going to go the other route of embedding C/C++, Python is a great choice as it has a simple interface to compiled C code.


Hey guys, I have decided that I am going to look more into C programming, now my next question is: What scripting languages can be used with C? What would be the best (in your opinion) for making games? Should I master C before I start scripting, or learn the two together?

odds are you'll want to learn C++, not C. even if you just use C syntax, a C++ compiler is preferred for the stronger compile time type checking. which means you can catch bugs as syntax errors at compile time, instead of discovering them as crashes and lockups at runtime. Also, there's more 3rd party support for C++ in the way of tools, libraries, etc.

as for what scripting languages can be used with C (or c++), as i recall, the answer is any language than can make a STD_CALL function call, and shares the same linker object file format as the c/c++ compiler used. but you might want to look it up. <g>.

as for which scripting language to use, you want the lightest weight, simplest implementation that will get the job done. anything more is overkill, and therefore unnecessary work. this might include rolling your own simple system, in lieu of implementing some large more complex third party system with its associated learning curve.

as for WHEN to use a scripting language:

1. your code changes a LOT during development. AND that code is a good candidate for scripting (IE not render code type stuff), AND it will take less time to implement _and_ learn a scripting language _and_ write scripts than it will to sit though a bunch of long rebuilds.

=OR=

2. you want non-coders to be able to modify the game code, without requiring source code, a compiler, or skills in the language the game is written in.

its not until you get into building some pretty big games or working on pretty big teams that scripting becomes a superior option.

but scripting also has its other uses apart from the "high level script driven c++ engine" type stuff - implementing data driven quests for instance.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

Highly opinionated but somewhat relevant.


Its funny how often these DSLs or even just "logic as data" eventually start over time evolving into complete scripting languages, ultimately rendering the inital decision to go this route moot.

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