If I understand your statement correctly, that rotor is too powerful, it
means that it's too complex and difficult for the simple needs of scripting.
I want to provide a set of "built-in" classes for the people who script the
game.  These people would work with this pre-built set of game classes and
objects at a very simple level; the pre-built scripting code underneath
would handle the complexity.

This robust environment will assist in making more complicated and
interesting behavior for my game.

I like the idea of machine independent code for my engine.  I see myself
having a set of "thin" game engines running on a variety of platforms and
having a single set of scripting and art collateral running on them all.
Maybe that's naive of me.

I want to get this running on a PC and a Linux box.  Maybe this is also
naive of me.

With this said, let me ask you a couple questions.

If the people who script the game keep things simple, do I still get a
performance hit compared to other scripting engines?

I'm not really married to the idea of using Rotor, just looking for
opinions.  What other engines would perform better?

I read an article on the UnReal scripting engine.  They also do garbage
collection.  It doesn't seem to bother them.

Thanks for helping me clarify these issues for me.  I am eager to hear your
opinions.


Regards,
Alan



> -----Original Message-----
> From: Douglas and Elena Husemann [mailto:[EMAIL PROTECTED]]
> Sent: Sunday, April 14, 2002 3:34 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [DOTNET-ROTOR] Rotor as a game scripting engine
>
>
> 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
> >
> >
>

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