Hi Philip,
Exactly. That's actually why I am strongly looking at using Python 2.6
for my Open G3D engine for Linux. With C++ there is so much overhead
that it is easy for a new programmer to get confused and frustrated
with programming. In a script language like Python a string variable
is simply a string of text and it doesn't really matter if it is a
unicode wchar string or an anci char string. With C++, especially on
Windows, you have to constantly worry about casting an anci C-style
string to a unicode string to access com functions such as Sapi. That
kind of string casting is way more than your average new game
programmer is willing to put up with. Thus why an engine that uses
Python, Angelscript, TCL, or something else is more reasonable and
down to earth for the average person.


On 8/28/10, Philip Bennefall <phi...@blastbay.com> wrote:
> Good morning,
> Some quick clarifications.
> 1. BGT is written in C++. C++ is a general purpose programming language used
> to write most professional software as it gives a great amount of control
> over what is happening. But with this control comes a lot of extra
> responsibility, and it is very easy to break things when using C++.
> 2. AngelScript, which is the scripting engine that BGT uses, is also written
> in C++. AngelScript provides no functions from within itself, it is an empty
> scripting shell that the developer then fills up with functions and objects
> which is what I have done with BGT. This is the primary purpose of
> AngelScript, to be embedded in third party applications that need a
> scripting environment.
> The advantage of working in a scripted environment is that the sorts of
> mistakes that can occur when using a language such as C++, are prevented.
> For example, you do not have to do any memory management in BGT which you
> definitely need to do in C++.
> I hope this clears things up a little.
> Kind regards,
> Philip Bennefall

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