[gameprogrammer] Re: server side scripting

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> > 
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