>  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.


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