3 ms·
Moreover, there are very good languages out there, which are designed for simple embedding. LUA, for example, seems to be quite popular among game engines. Re
by vog 11y ago
Moreover, there are very good languages out there, which are designed for simple embedding.
LUA, for example, seems to be quite popular among game engines.
Reinventing a custom embedding language is almost always a bad idea.
- pizza234 11y agoOn the GDScript introductory page (http://docs.godotengine.org/en/latest/reference/gdscript.html?highlight=gdscript http://docs.godotengine.org/en/latest/reference/gdscript.htm...), they give the explanation of the shortcomings of other languages: - Godot embeds scripts in nodes, most languages are not designed with this in mind. - Godot uses several built-in data types for 2D and 3D math, script languages do not provide this, and binding them is inefficient. - Godot uses threads heavily for lifting and initializing data from the net or disk, script interpreters for common languages are not friendly to this. - Godot already has a memory management model for resources, most script languages provide their own, which resulted in duplicate effort and bugs. - Binding code is always messy and results in several failure points, unexpected bugs and generally low maintainability. The gave a shot at LUA, and it didn't work out well.