[Bf-gamedev] Lua
Tom Edwards
contact at steamreview.org
Thu Sep 26 18:25:04 CEST 2013
Mono/CLR is the right choice for game development. It's a memory-managed
environment which performs better than scripts, can be strongly-typed or
loosely-typed depending on language chosen, and has a cross-platform IDE
plus debugger ready to go (on Windows you can use Visual Studio!).
It's easy to use CLR or native libraries; compiling your own CLR code is
really fast; the runtime provides tonnes of useful built-in classes; it
has the concept of code security and sandboxing running all the way
through; and any transition would be smoothed considerably by IronPython.
Coming at this from the other angle, I've never understood the appeal of
loosely-typed languages for complicated projects like games. They are
nice for small, simple tasks but become a nightmare to work with as a
codebase grows. I maintain a Blender add-on with nearly 200KB of code
and my life would be much improved if I could use C# instead of Python.
On 26/09/2013 4:49, Jason Wilkins wrote:
> I can understand your frustration Campbell. I've never participated
> in any of those previous discussions, but this is something that has
> been kicking around in the back of my mind for a while, and seeing
> that we have a Blender gamedev list reminded me of it yet again. It
> could just be that having one language is good enough for 90% of
> people and going from 1 to 2 is a big enough step that nobody really
> wants to take it for the 10% that really care.
>
> In computer science if you have 2 of something you should support an
> infinity of it ;-)
>
> If I really really want to use Lua then I'll get it done.
>
> I'll have to think about the LLVM or Mono suggestion. LLVM especially
> is something I need to learn more about for reasons outside of
> Blender, so I'd have a good reason to look into that.
>
>
> On Thu, Sep 26, 2013 at 10:40 AM, Campbell Barton
> <ideasman42 at gmail.com <mailto:ideasman42 at gmail.com>> wrote:
>
> On Fri, Sep 27, 2013 at 1:33 AM, Jason Wilkins
> <jason.a.wilkins at gmail.com <mailto:jason.a.wilkins at gmail.com>> wrote:
> > I've used SWIG, and it did occur to me that if I wrote a SWIG
> interface file
> > that it would bring in lots of languages all at once.
> >
> > It doesn't support just "any" language. I wish it had V8 or
> spidermonkey
> > support, for example.
> >
> >
> > On Thu, Sep 26, 2013 at 10:29 AM, Jacob Merrill
> <blueprintrandom1 at gmail.com <mailto:blueprintrandom1 at gmail.com>>
> > wrote:
> >>
> >> What about this? - http://www.swig.org/
> >>
> >> this seems like a way to make "ANY" language grab the same
> handles in the
> >> BGE.
> >>
> >> I could be mistaken...
>
> If we have more languages I would want to check on runtimes that
> already support a verity of languages.
> - LLVM/JVM/Mono for eg... who knows, maybe PyPy or Parrot...
>
> (in all seriousness Mono seems most compelling and has worked well for
> Unity3D), then we can support one runtime as well as different
> languages.
>
> LLVM has the advantage we already bundle it with OSL, so worth
> investigating too.
>
> But to get back to reality - this conversation keeps re-opening and
> nothing ever comes of it.
> Yes - we can support whatever languages we like - but this just ends
> up being a huge project when you consider integration with the rest of
> Blender and ongoing maintenance.
>
> --
> - Campbell
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