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Raeldor

.NET as a scripting engine?

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Is it necessary in a .NET game project to create a scripting engine/language? It seems that with .NET assemblies being strongly named, and being able to access which external modules are being accessed by looking at the manifest that security is not so much of a problem. It already has late binding, so no re-compiling of the core game code is required. Has anyone used this technique, or can see any holes in it? Thanks Rael

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Nope, no need to. Use the embedded scripting. It rocks.

Article:

Script Happens .NET

also check out the addin at the bottom of my screen for some source that uses the script stuff.




VSEDebug Visual Studio.NET Add-In. Enhances debugging in ways never thought possible.

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Just on-the-fly compile C#, VB.NET, JScript or J# source into an in-memory .dll and use reflection to call methods. I''ve done it, it''s massively quick and you''ve got all the power you would ever need (although you don''t get any shortcuts like with most scripting languages), and you get the most control.

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It seems that it has a whole class for the compilation of scripts on-the-fly, the CODECOMPILER class. Still i have not yet dig into it to see if it fits for script compilation.

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