> Lots of games use script languages to manage the action, even if they don't > show those scripts to the user. This would be different in that it would be > easy for the average user to identify the OGC in the script.
For the record, thats exactly how we inserted OGC and d20XML files into upcoming City Overseer. 3D engine is proprietory and closed, however its fully exposed to script engine and all SRD OGC and OGC-derived functionality is open source OverseerScript files which we contributed to OGC as well. This is more or less workable solution for now, but of course you will never write write anything time-critical or perfomance-criticial using interpretor script languages. Basicaly everyone can derive from our script files and write his own private NWN based on OverseerScript - but a slow one. I'm really irked we have to deliberatly deteriorate quality and performance of the product just to comply with license. > So that begs the question, how many embeddable scripting language tools are > there? I know you can buy VBA from Microsoft. What others are there? In fact, its free. Microsoft licenses JScript or VBScript engine for free, you just have to mention them in about box. However, the most interesting scripting stuff will be coming in .NET really soon. In fact things coming with .NET they may solve the perfomance issues stated above. JScript.NET will have option to be compiled into IDL or even final machine bytecode by the same free scripting engine component. (And not only JScript but any scripting language, including perl of python i beleive). You can even mix open source script blocks with precompiled stuff. Full range of options will be open, starting from JIT compilations (open source script and fast execution at same time!) to keeping binary precompiled product-specific libraries as PI, and OGC-derived open source scripts as text. - Max _______________________________________________ Ogf-l mailing list [EMAIL PROTECTED] http://www.opengamingfoundation.org/mailman/listinfo/ogf-l
