Compiled vs Interpreted scripting langauge
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
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.<br>Take a look at: http://www.mozilla.org/js/spidermonkey/<br>In SM you compile at runtime, and then run the script, so its not entirely compiled.<br><br>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.<br>
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.<br>Take a look at: http://www.mozilla.org/js/spidermonkey/<br>In SM you compile at runtime, and then run the script, so its not entirely compiled.<br><br>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.<br>
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