I for one would love to see a Ruby scripting engine as part of Glob2. If my vote counts for anything, which I'm sure it doesn't I vote for Ruby. I use ruby all the time and love it.
/Shawn On 3/29/07, Martin Voelkle <[EMAIL PROTECTED]> wrote:
For reference: http://article.gmane.org/gmane.comp.games.globulation.devel/903 > I would suggest something like python or ruby, since they are popular. > Is it feasible to restrict python to a dumb, secure compaign-script > interpreter? Yes, the Blender folks did it for their plugins. > I would like this, because I'm thinking about allowing python for > normal glob2 code as well. I think boost has methods for python-c++ > interfaces. > > I prefer c++, but many (especially young) people only know python. > So improving glob2 might be as easy as allowing them to use the > language they know. > > Is python a hype, or is it going to stay popular? > > I mentioned ruby, because I've heard it's very popular in japan. > And I have the impression that we get no support from east asia. > Are they using different linux distributions? or different online > journals / wikis? > Or do I have just a wrong impression? Ruby comes from Japan, but is very popular outside as well. There is quite a lot of hype around ruby and its rails framework in the web development world. IMHO, both python and ruby will stay "popular enough" to have a well-maintained runtime for the lifespan of glob2. There is an other thing to take into account: the ability to save the state of execution of the script when saving the game. This requires a "stackless" runtime (otherwise you can't save the script's stack), as well as the corresponding API. I'm not certain that any current python or ruby runtime has the corresponding API. There is a stackless python, but no stackless ruby implementation that I know about. Martin _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
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