It is my understanding that most games have some form of scripting in them. Most of these, to my knowledge, have a guy whose sole purpose is to write and maintain a home grown scripting engine for their company. I'd like to avoid writing yet another scripting engine, especially since there seem to be so many around for free these days.
Of course, if they do not meet game engine's strict performance requirements, I may have to write one myself; ugh. It seems that you guys are telling me that Rotor is too much of a resource hog. Regards, Alan > -----Original Message----- > From: Chris Sells [mailto:[EMAIL PROTECTED]] > Sent: Sunday, April 14, 2002 4:04 PM > To: [EMAIL PROTECTED] > Subject: Re: [DOTNET-ROTOR] Rotor as a game scripting engine > > > The CLR ships with VB.NET and JScript "scripting engines" > today, i.e. you > can feed an instance of Microsoft.JScript.Vsa.VsaEngine or > Microsoft.VisualBasic.Vsa.VsaEngine text that it will compile > and execute. > > Personally, I'm curious what kind of game is complicated > enough that it > requires a scripting engine, can handle the perf hit of using > managed code > and is cross-platform (which, I'm guessing, is where the need > to use Rotor > comes from). > > Chris > > ----- Original Message ----- > From: "Douglas and Elena Husemann" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Sunday, April 14, 2002 12:34 PM > 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 > > > > > > > > >
