"so" <s...@so.so> wrote in message news:rxuivgogjashzlkee...@forum.dlang.org... > Thank you all! > > On Thursday, 15 March 2012 at 17:30:49 UTC, Adam D. Ruppe wrote: >> On Thursday, 15 March 2012 at 07:09:39 UTC, so wrote: >>> If so Lisp will be my first choice. >> >> I just talked about D because D rox, but if you are doing >> it for education, Lisp is a good choice because it is fairly >> unique. > > I'd love to use D but it is not an option is it? At least for the things i > am after, say game scripting. >
I've often thought about it. What you would do is compile & load the "script" sections as dynamic libraries. Then, even the game engine itself could just invoke the command-line statement to compile the "script" to a dynamic library, and then reload the new dynamic library. Quake 2 used DLLs instead of a "scripting" language. As for other langauges: Lua is currently *king* for game scripting. It's used all over the gaming industry because it's fast and integrates with C very easily. Personally, I don't like it because it *is* a dynamic langauge. But if you're looking for a dynamic language, well, then there's that. Back in the 90's, the game Abuse famously had all its gameplay code written in LISP. It's been open-sourced, so you can can find the source and look through it.