4 ms·
I'll be very surprised if game scripting languages don't all devolve to whatever-compiles-to-webassembly. Not only will choices be more plentiful but the ecosys
by hardwaresofton 7y ago
I'll be very surprised if game scripting languages don't all devolve to whatever-compiles-to-webassembly. Not only will choices be more plentiful but the ecosystem will be stronger and safer than what any individual author could built before long.
- gridlockd 7y agoI'd predict the opposite. Game developers tend to be hostile towards web technology. Not having that ecosystem in your pipeline is a bonus. Safety isn't something game developers value highly. WASM would just make everything more complicated for no good reason. You can't do JIT-compilation on the consoles or iOS, so it's not going be performing any better than a simple interpreter. If you go the interpreter scripting route, what you really want is trivial and comfortable binding to native (engine) code. You likely want your engine functions to be intrinsics in the VM. Otherwise, you'll want to go the AOT compiled scripting route, which offers better performance. Then you just do the "scripting" in C++ (UE4) or C# (Unity).
- WorldMaker 7y agoSlightly tangentially, as someone that worked on games entirely in C# more than a decade or so again, it still sometimes makes me sad that most C# work in games is just Unity scripting today. C# is a very performant and efficient language that I thought a lot more games would be written in top-to-bottom today, at least in indie circles. (Sure, performance tuning C# is a different art to C++ performance tuning, but it is a very similar art [know your data structures, keep an eye on your allocations, pool memory where you can].) That "Safety isn't something game developers value highly" says a lot about why that C# bubble popped and C# right now is "merely" that weird scripting language choice for Unity.