> I am currently working on a game written in C and aimed primarily at the > Linux and Windows platforms. > > I have been designing a generic module (plugin) system for my game, and > focused on making it scripted - or partially scripted - however, it > turned out to be too inefficient and difficult to implement. Intepreted > code is no longer an option.
Offtopic: Low-level languages as C or C++ are usually very poor solution for game scripting. Did you considered Lua (http://www.lua.org)? This is easily embedable high performance dynamic language (see also LuaJIT, http://luajit.org), generally accepted as the scripting solution for the computer games. It is also simple (but powerful!) enough to groked even by non-programmers. There is a friendly not-high-volume mailing list for Lua (http://www.lua.org/lua-l.html). BTW, AFAIR, there were some TCC bindings to Lua. HTH, Alexander. _______________________________________________ Tinycc-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/tinycc-devel
