[gameprogrammer] Re: server side scripting
- From: Michael Ribbons <mribbons@xxxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Fri, 25 May 2007 23:41:43 +0000
Chris,
A scripting engine may be slower than pure c++, but there is one big advantage.
You can modify code at run time - This has to speed up development and testing
because you aren't always restarting the server to see/test your changes.
> Date: Fri, 25 May 2007 18:17:41 -0500> From: cnystrom@xxxxxxxxx> To:
> gameprogrammer@xxxxxxxxxxxxx> Subject: [gameprogrammer] Re: server side
> scripting> > On 5/25/07, Roger D Vargas <luo_hei@xxxxxxxx> wrote:> > 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?> > Does your code work?> > How good is your friends game?> > Chris>
> > -- > E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>> Saving the world from web
> programming.> http://www.newio.org - AIM: nystromchris> >
> ---------------------> To unsubscribe go to
> http://gameprogrammer.com/mailinglist.html> >
_________________________________________________________________
Download Messenger. Start an i’m conversation. Support a cause. Join now.
http://im.live.com/messenger/im/home/?source=TAGWL_MAY07
Other related posts: