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.