Python slithers into Wesnoth
Posted Jan 18, 2009 10:56 UTC (Sun) by
massimiliano (subscriber, #3048)
Parent article:
Python slithers into Wesnoth
Well, I know this could cause flaming responses, and I know I'm biased because I work on the project, but...
...my personal choice as a VM to write game logic would be Mono.
It is cross platform, it's JIT is typically much more efficient than interpreters, and the languages you can use to write your game can be statically or dynamically typed according to what you need.
And in fact Mono is gaining lots of users in this area, also commercial ones, to the point of getting a wii and iphone port.
Now, I'm not saying that Wesnoth should use Mono: if they already have Python experience, and Python is already used in the project, then it's probably a better choice (switching to a different VM would cost too much).
What I'm saying is that from a purely technical angle Mono is likely the best tool around to program game logic.
And about using plain C++... surely there is a reason why every major game written since 1995 (think Quake) has its logic layer implemented in a higher level language, be it Lua, Scheme, stacless Python or a custom written interpreter of some kind.
Have fun!
Massi
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