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Scripting

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Stephen R

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I've been spending some of my time over the last while planning out the next iteration of my engine. I finally came to planning the scripting system and I started looking for a nice friendly scripting language which would bind easilly with C++. Lets just say I was less than satisfied with what I found.

I started with Python then GameMonkey then Ruby, trying to find an easilly bound OO scripting language. I then tried to find any language, either procedural or OO, that would bind to C++ classes, and I came across AngelScript. I wasn't overly impressed by any of them. I'm currently tossing betweening Python and AngelScript.

It seems that imbedding languages into C++ is far more unwieldy that I'd expected, whereas binding a scripting language to a .NET language or Python would be relatively easy by comparrison (I assume Java as well but I haven't really checked). But since C++ is currently my language of choice I'm stuck. I guess the moral of the story is that if you looking to do things the easy way don't pick a language as low level as C++.

My challenge now is to try and find some way to provide a simple interface for whichever scripting system I select.
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Must you embed? Will your game's architecture or performance be hurt if you use C++ to extend the dynamic (scripting) language? I find extending to be much easier, so much so that even the circuitious route of extending language 2, embedding an interpreter in C++ and importing modules into it (in language 2) is easier.

YMMV, of course.

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Hmm, I'll have to think about it. I've had to rewrite this reply about 5 times by this stage. I started off thinking that that you couldn't possibly be right, but I've eventually come to see how it could actualy be much easier - both to use and to make an interface for. I'll have to do some trials and see what comes of it.

Anyway, I'm still working on The Prisoner so I've got a while left before I get to work on the engine again.

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