I agree on this. Although the next version of the scripting engine is suppose to be based on the CLR., At first it will only support vb.net and jscript. but eventually it will support c# and possibly managed c++. It is unclear if it is crippled implementations of the .net framework. Although I would imagine it would have to be.
I will also agree that a General Purpose language is to powerful for a scripting engine. So if Python or Java is implemented, implement them in ways that are only needed to accomplish the scripting that is needed for the game. Of course looking at dungeon siege, where the entire game is scripted a JIT based scripting engine that allows compiling to either machine code or down to game engine code. Another choice may be Ruby. It allows you to rewrite the language. so If you are use to C for instance, the keywords and the like can be reformated to look like C. In doing so you can make a very compact scripting language. Although Like Python or perl or tcl for that matter it is an interpreted language, natively. Douglas In my opinion, you are over shooting with rotor & the CLI - it's got a wee bit too much power for a scripting engine. Depending on your needs, you may want to look at some of the ways you can host the windows scripting host etc that will give you JavaScript and VB Script as languages. What sort of scripting functionality are you looking for? -- http://www.codevoid.net Microsoft MVP > > > I'm looking for a scripting engine for my game and was > wondering if Rotor might be a good candidate. I'm currently > looking at Python and Java. I'm not interested in rolling my own. > > Thoughts? > > Regards, > Alan > >
