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Well, the technique has been used in newer projects as well. Quake and Quake 3 both had VMs that ran the game logic. Tooling is a perennial problem with extens
by klodolph 7y ago
Well, the technique has been used in newer projects as well. Quake and Quake 3 both had VMs that ran the game logic.
Tooling is a perennial problem with extension systems, but it’s really damned if you do, damned if you don’t. If you’re not using an extension system, then you’re probably writing the game logic and the engine as one giant mass of C++ code. Writing tons of game logic in C++ will get you in trouble for lots of reasons. Writing an interface between your C++ core and some kind of scripting system will get you in trouble for completely different reasons.
Tim Sweeney did a presentation about the programming environment needs of different parts of games back in 2005, still worth reading: https://www.st.cs.uni-saarland.de/edu/seminare/2005/advanced-fp/docs/sweeny.pdf https://www.st.cs.uni-saarland.de/edu/seminare/2005/advanced...