On Friday, 6 January 2017 at 14:49:10 UTC, Ivan Kazmenko wrote:
On Friday, 6 January 2017 at 14:19:34 UTC, Anton Pastukhov
wrote:
As a game developer I can recommend to use Lua. This language
is tradtionally used in many games/game engines.
Ironically, one of D's declared selling points is, according
to https://dlang.org/overview.html:
Who is D For?
Programmers who write half their application in scripting
languages the other half in native langauges to speed up the
bottlenecks. D has productivity features that make using such
hybrid approaches unnecessary.
The use case here is arguably different. In the ideal case,
game logic scripts are editable by gamers which are not
necessarily programmers. Chris Wright has already given a
bunch of other reasons to use a self-contained, simple,
domain-specific, and limited language in such a setting.
Perhaps D will some day be usable in a language-as-a-library
setting which would make it possible to use for game logic
scripts, too. But considering the points above, it still won't
necessarily be a good idea.
Some of the top games use Python (Civilization IV) and Lua
(World of Warcraft, Far Cry, SimCity 4) for scripting.
Ivan Kazmenko.
I second this. My engine already have some scripting (although
currently untested) via XML for its map format, to make maps more
portable they have a script to load tiles and sprites on command,
this also enable modding to a certain degree. More scripting
would enable even deeper levels of modding without hacking the
executable file.