In what situation would "just embed python/lua/js/etc." not be the appropriate solution to this problem?
If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?
Game Programming Patterns – Bytecode
11–20 of 73 posts
Re: Game Programming Patterns – Bytecode
#12"Any sufficiently complicated C or Fortran program contains an ad-hoc, informally-specified, bug-ridden, slow implementation of half of CommonLisp"
Re: Game Programming Patterns – Bytecode
#13In what situation would "just embed python/lua/js/etc." not be the appropriate solution to this problem?
If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?
Re: Game Programming Patterns – Bytecode
#14Earlier quoted context omitted.
If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?
If the article about building a hobby OS was on a blog about making actual useful software, and framed building an OS as a reasonable subproblem of making actual useful software, I would expect lots of people to reply like that.
Re: Game Programming Patterns – Bytecode
#15Earlier quoted context omitted.
Can confirm. This is by far the most ideal option available.
I used to work as a programmer in a game company shipping on consoles+PC. The first time we embedded a scripting language in our engine to be used by the level designer's they surprised the whole team with their new found 'toy'. This was great and lessened the burden on programmers. Fast forward to first milestone (everyone crunching) and the milestone was delayed ... The level designers (not being programmers) had i…
Re: Game Programming Patterns – Bytecode
#16Earlier quoted context omitted.
If nothing else, if you want to learn. If there was an article about building a hobby OS would you respond '''In what situation would "just use linux/freebsd/etc." not be the appropriate solution to this problem?'''?
But the site isn't "Programming Language Patterns" -- it's "Game Programming Patterns".
Re: Game Programming Patterns – Bytecode
#17Re: Game Programming Patterns – Bytecode
#18"Console manufacturers and app marketplace gatekeepers have stringent quality requirements, and a single crash bug can prevent your game from shipping". Not in my experience, usually when the hard ship date comes it goes out the door.
There's a bit of give and take, but when I was at EA, certification was serious business. During beta when we had a final candidate build and the console manufacturers were testing it, we basically sat there with our fingers crossed hoping they didn't come back with an issue.
Re: Game Programming Patterns – Bytecode
#19Earlier quoted context omitted.
Can confirm. This is by far the most ideal option available.
I used to work as a programmer in a game company shipping on consoles+PC. The first time we embedded a scripting language in our engine to be used by the level designer's they surprised the whole team with their new found 'toy'. This was great and lessened the burden on programmers. Fast forward to first milestone (everyone crunching) and the milestone was delayed ... The level designers (not being programmers) had i…
Re: Game Programming Patterns – Bytecode
#20Earlier quoted context omitted.
But the site isn't "Programming Language Patterns" -- it's "Game Programming Patterns".
Correct and one of the patterns is embedding a language. Maybe lua/js does not fit your criteria for whatever reason so it might be a good idea to know how to roll your own language.