[gameprogrammer] server side scripting
- From: Roger D Vargas <luo_hei@xxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 25 May 2007 19:12:17 -0400
I have designed my server oriented to heavy scripting. C++ code does low
level stuff, but knows nothing about entity attributes (stats, skills,
items). All that stuff is handled by lua scripts.
A friend told me that approach is very bad. His solution is to define a
server/client specific language that gets checked at compilation time,
opposite to my approach (code is checked at runtime).
REally is that bad to make server dependant of scripts?
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