On 11/22/05, Crossfire <[EMAIL PROTECTED]> wrote: > Yes, C is rarely the right language. > > However, Perl, Python and Ruby are also often the wrong language. > [try finding variable name spellos or type parity problems quickly in > these languages - in a nice polite language like C, the compiler would > find it nice and quickly for you].
In game development, we use a blend of C++ and higher level scripting languages. We use the C++ for the engines and the guts of our system. We use the scripting languages to softcode things like game rules, where they can be tweaked by game designers, without blowing up the whole game. Lua and python are both popular languages to use for the softcode bits, though I've heard of folks using Tcl, Java, and all manner of other things. (I've also seen in-house scripting languages that were so bad they would turn your hair white.) In MMOGs, on the server side, you still see the same dichotomy that existed in the MUDs of old. Some games follow the Diku philosophy (hard code everything), and other games use a split. "A Tale in the Desert" (Linux client available: http://www.atitd.com/) is an example of a game that takes server-side scripting to an extreme. The game is run democratically, and players can vote to do all sorts of bizarre things -- even changing the rules of the game on the fly. Tess -- SLUG - Sydney Linux User's Group Mailing List - http://slug.org.au/ Subscription info and FAQs: http://slug.org.au/faq/mailinglists.html
