Earlier quoted context omitted.
For gamedev scripting, the gap has not been filled yet. Lua is good for embedding but the language itself is terrible for LLM usage (too much dynamic typing). C# is too heavy for scripting usage (long compile times, clunky to embed into a C++ engine), and other alternatives (AngelScript, daScript, ...) are just too niche.
Why is daScript too niche?? Gamedev scripting itself is a niche, what can't you do in daScript or what would you not want to do in daScript? daScript looks very complete
Cyberscript
61–65 of 65 posts
Re: Cyberscript
#62Earlier quoted context omitted.
Slow and not so operable with C/C++
This is not my area, but what about Rust or Odin?
Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with game designers with minimal background in programming)
Re: Cyberscript
#63Earlier quoted context omitted.
Sure, but most code doesn't interact with raw packets. Legacy, ascii-only internet standards probably make up much less than 1% of new lines of code written today. Programming languages should support this use case. But not at the expense of the other 99% of software. Unicode-aware strings are the right choice for 99% of code. The last 1% should be a special case.
Raw packets? Legacy? Have you've ever talked to anything over a socket? You don't need a raw socket to get into trouble. You also don't need a "legacy" protocol.
I’d wager most code is application code, where UTF8 strings are a great choice.
Re: Cyberscript
#64I think (outside hobbies) new programming language development is basically dead at this point. The major use cases have been filled, and there are more forces than ever towards using a battle-tested language with a massive ecosystem. Further, less and less code is being written or read by humans so the actual language ergonomics matter less than ever to those who would fund new language creation.
I think it's the opposite. For the projects that warrant it (usually games), it has never been easier to create a custom embeddable scripting language. It was always somewhat common to have custom languages, specially if the game is open to mods and/or allows users to create custom maps, but now that's easier than ever to do.
Re: Cyberscript
#65Earlier quoted context omitted.
This is not my area, but what about Rust or Odin?
Rust is slow to compile, and not that productive when writing gameplay code (see https://loglog.games/blog/leaving-rust-gamedev/ ) Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with ga…