Apparently some folks put a bit a thought into using Lua. One link at https://sledjhamr.org/git/docs/SledjHamr/LuaSL-New-scripting-engine.html
On Wed, Feb 27, 2019 at 10:39 AM Adam Frisby <[email protected]> wrote: > Free helpful tip - Lua has a lot of good runtimes. We're using MoonSharp > in Sinespace's client and serverside scripting. > > It takes a bit of work to implement maximum execution time limits, memory > constraints, etc - but it's a solid runtime and comes recommended by me. > > Regards, > > Adam > > -----Original Message----- > From: [email protected] < > [email protected]> On Behalf Of Mister Blue > Sent: Thursday, 28 February 2019 4:11 AM > To: opensim-users maillist <[email protected]> > Subject: Re: [Opensim-users] use of C# in scripts > > OpenSimulator could really use new/different script engines. What is > missing is a developer who wants to dive-in and make the code happen. > > Since there are and have been multiple script engines, the rudiments of a > plugable environment does exist as a start toward a cleanup and addition of > new languages. That's the easy part, actually. There are some tough > problems. Security and resource management (CPU time, memory, disk, ...) > come to mind. > > Ping your coding friends. Maybe we can find someone who would clean up the > existing script engine framework and add a new language. > > On Wed, Feb 27, 2019 at 5:15 AM Robert A. Knop Jr. <[email protected]> > wrote: > > > On 2019-02-27 09:33, Asaff Belfer wrote: > > > I get your feelings and I think the same that LSL can be better. > > > I've > > been > > > in SL only a few years but I can imagine what goes on behind the > > > scene. I believe it's a struggle to keep such a company afloat as > > > there is a huge infrastructure to support and a complex system that > > > requires end user support as many low tech users are using it and > > > tech support is an expensive resource. Add research and development > > > to it and you'll get a monster that you need to feed. > > > > Historically, LSL was originally developed over one week by (for the > > most part) one guy... and that was the second iteration. The first > > iteration was hacked out in one night. > > > > http://ondrejka.net/metaverse%20memory/2008/01/22/lsl1.html > > > > Anything fundamental to the design of the language that seems odd > > probably comes from the fact that what we have today is still the > > direct descendant of something hacked out pretty quickly to replace an > > extremely quick proof-of-concept hack. Of course, LL has done a lot > > of work on it since, but the fundamental nature of the language stays > > the same. The work I was most familiar with is when the backend went > > to Mono (back in 2008 or thereabouts), which helped a lot. At the > > time, there was some internal talk (on the part of Babbage and some of > > the ohters who were actually doing it) that this would make possible > > C# as a scripting language for SL in the future, but of course none of > > that ever happened. > > > > -- > > --Rob Knop > > E-mail: [email protected] > > Home Page: http://www.sonic.net/~rknop/ > > Blog: http://www.galacticinteractions.org/ > > _______________________________________________ > > Opensim-users mailing list > > [email protected] > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > _______________________________________________ Opensim-users mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
