jason.a.wilkins at gmail.com
Thu Sep 26 17:49:59 CEST 2013
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
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>wrote:
> On Fri, Sep 27, 2013 at 1:33 AM, Jason Wilkins
> <jason.a.wilkins at gmail.com> wrote:
> > I've used SWIG, and it did occur to me that if I wrote a SWIG interface
> > 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>
> > wrote:
> >> What about this? - http://www.swig.org/
> >> this seems like a way to make "ANY" language grab the same handles in
> >> 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
> 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
> Bf-gamedev mailing list
> Bf-gamedev at blender.org
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