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Scripting language choice [closed]

开发者 https://www.devze.com 2023-03-01 22:03 出处:网络
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references,or expertise, but this question will likely solicit debate, a
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. Closed 11 years ago.

I am evaluating options for a scripting language to embed at my company.

We mostly make indie games, and we use managed frameworks (Unity and XNA). This means that we need a solution that works with both Mono and .Net, and we'd rather avoid stuff that is too slow.

The possibilities we are considering are the following:

  1. python
  2. lua
  3. F#

The features we require are:

  1. continuations/coroutines
  2. decent performance
  3. integration with Mono and .Net (compatible type systems)
  4. [optional]. ease of extensibility to add new combinators such as multithreaded coroutines
  5. [optional]. easy bindings

I know for certain that I can achieve all requirements in F# with a custom-built monad (I h开发者_开发知识库ave several working prototypes which are ending in a few products) but I would gladly jump to another solution if it is proven to be better!


As you're using .net anyway, any of the .net languages might allow you the easiest implementations. From a learning perspective etc. I'd prefer Lua any time due to it's rather simple basic constructs and syntax rules.


I have a weird-er suggestion for you. How about using C# or VB.NET?
You can dynamically compile scripts and save the assemblies. This way you get minimum loading time.
You can also register them in the GAC and have no worry!

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