quote:Original post by Oluseyi
Continuing the trend of positivity, I''ve never been much enamoured of creating new tools for old jobs that are more than adequately executed with existing ones.
Right on.
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My point is that there are a host of scriopting languages available;
In my experience, most scripting languages are not designed for gaming, and those that are aren''t very good. UnrealScript is the obvious exception, which is superior to most ''real'' languages. However, I assume that UnrealScript is proprietry.
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why not devise a general methodology for embedding any of them into applications?
I don''t know, why not? In fact, if you don''t like to reinvent the wheel, why not use a methodology that''s already been created? GUILE? COM?
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It would be a sort of switchable/componentized backend that would allow end users to script the application in the language they find most useful/convenient and the application to support it.
Again, both GUILE and COM adhere to this requirement. COM has the advantage that there are more languages available for it (and you can even ''script'' a COM object in a compiled language).
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Properly defined, the "scripting framework" would be extensible, simply requiring a parser/interpreter to produce output in a certain form and conform to a specific set of guidelines.
And with COM, you get a parser/interpreter with the system: either the processor itself, the Windows scripting host, or the .NET ''common language runtime'', if that''s what it''s called.
All your bases belong to us