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Compiled vs Interpreted scripting langauge

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Hi I''m starting to investigate what language/system to base my ingame scripting language on. I''ve seen/read that LUA is a good bet but as far as I can see it''s an interpreted language. I need the scripting language to be blazing fast because I use it "in-game" to manipulate the "action". I know that there are lots of fine tutorials on how to create your own language, but hey why not take a shortcut if it''s possible? Anybody who can divert my attention to some cool compiled scripting languages? Thanks, TWN

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You can precompile your scripts with lua, using the luac program.
You might wanna take a look at the docs at www.lua.org

Otherwise, take a look at the spidermonkey scripting engine, its the javascript engine used in the mozilla browser.
Take a look at: http://www.mozilla.org/js/spidermonkey/
In SM you compile at runtime, and then run the script, so its not entirely compiled.

If you need a really fast scripting language to take over alot of the game logic, not just a few scripts, consider using Java itself, and use the JNI interface to communicate with the C/C++ code.

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quote:
Anybody who can divert my attention to some cool compiled scripting languages?


http://www.compuphase.com/small.htm



2DNow - Specializing in yesterday''s technology today!

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