quote: Original post by Kylotan
Nobody is finding using a higher level language to have a significant positive effect on the actual development of the main code then?
My codebase has many, many more lines of Lua than C++. That''s because it''s a game that is most crucially based on procedural content.
When using a scripting language for part of your program, it''s crucial that early on you build an exact dichotomy of what the job of the scripting system is. Failing to do that tends to cause rampant dilemmas of responsibility between modules, and an unnecessarily high amount of data transfer in and out of scripts (which is one major way to slow down most scripting languages). I''ve chosen to draw that line between algorithms and system calls, and game content. Basically, if it''s something that affects the STORY, it''s in Lua. The only exception to that rule are "helper scripts" that these scripts call.
I''ve seen a few games done completely in a scripting language (LISP is popular). But I think the killer app of scripting languages in the game development world is content.
How appropriate. You fight like a cow.