On Friday, 16 March 2012 at 07:48:19 UTC, so wrote:
On Thursday, 15 March 2012 at 22:37:12 UTC, Manu wrote:

Do you expect users to be modifying the scripts in the retail release? Surely scripting is still for what it has always been for, rapid
iteration/prototyping during development.

You need to be able to do both.

There are other (arguably better) ways to do post-release game mods.


You only need the compiler as a part of the games asset-pipeline.

That is the biggest and (only :) ) blocker.

There's no way around it really. Virtual Machines are technically compilers, to one degree or another. I'd argue that unless the entire engine is written in a interpreted/JITed language, having a compiler *only* as part of the development stage would be best for memory, performance, and file size. Just design the engine in a modularized way and publish libraries (plus tutorials) for a Mod community.


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