Go Back   Flash Flash Revolution > General Discussion > Technology
Register FAQ Community Calendar Today's Posts Search

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-6-2014, 03:17 AM   #1
Zageron
Zageron E. Tazaterra
RRR Developer & DevOps Support
AdministratorDeveloperFFR Veteran
 
Zageron's Avatar
 
Join Date: Apr 2007
Location: BC
Age: 32
Posts: 6,587
Default Interpreters, inside C++.

Has anyone here ever used a LUA/Python/etc interpreter to build scripts or AI routines inside an engine which you were working on and compiling yourself?

I am looking at using CINT as my interpreter for my scripting engine, instead of a more common scripting language. Simply because once the AI script is finished, I hope to be able to have a build setup to actually compile the C++ scripts into non-interpreted code.

This would allow for rapid, compile free, development of routines and scripted events, while allowing actual compilation of that code when it was time for the module to release.

I have never used an interpreter before, I really don't know how they perform. However, the game I am designing is quite AI heavy, so I can assume that these routines would be running very frequently.

If anyone has any input they can give me, I'd appreciate it. If you're interested in what I'm talking about, feel free to ask questions. This is not only a way for me to get insight, but also for me to expand my understanding of the topic regardless. :)

Cheers,
__________________
Zageron is offline   Reply With Quote
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are Off
[IMG] code is On
HTML code is Off

Forum Jump



All times are GMT -5. The time now is 08:58 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright FlashFlashRevolution