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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [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@gmail.com > To: gameprogrammer@freelists.org > Subject: [gameprogrammer] Re: server side scripting > > On 5/25/07, Roger D Vargas <luo_hei@yahoo.es> 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@gmail.com> > 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!
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