Timeline for What scripting language would you recommend for a C++ game project?
Current License: CC BY-SA 4.0
16 events
when toggle format | what | by | license | comment | |
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Jan 23, 2019 at 20:36 | history | edited | Vaillancourt♦ | CC BY-SA 4.0 |
Link rot.
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S Jun 5, 2016 at 15:13 | history | suggested | iFarbod | CC BY-SA 3.0 |
fixed a small typo
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Jun 5, 2016 at 13:24 | review | Suggested edits | |||
S Jun 5, 2016 at 15:13 | |||||
S May 14, 2014 at 2:05 | history | edited | ClassicThunder | CC BY-SA 3.0 |
fixed link
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S May 14, 2014 at 2:05 | history | suggested | Proxy | CC BY-SA 3.0 |
forwarded broken link to Wikipedia page
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May 14, 2014 at 1:56 | review | Suggested edits | |||
S May 14, 2014 at 2:05 | |||||
Oct 22, 2010 at 11:22 | history | edited | topright | CC BY-SA 2.5 |
deleted 5 characters in body; added 7 characters in body
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Oct 22, 2010 at 3:06 | comment | added | jeffora | Just FYI topright your Squirrel link points to python.org not squirrel-lang.org | |
Oct 21, 2010 at 13:59 | comment | added | topright | Some time ago I've asked questions about Lua-C++ (you may be interested): stackoverflow.com/questions/2685636/… | |
Oct 21, 2010 at 13:56 | comment | added | topright | Lua doesn't have classes and objects, but they can be emulated by tables. Here is a Lua library for OOP that I prefer: love2d.org/wiki/MiddleClass. | |
Oct 21, 2010 at 11:26 | comment | added | Frédérick Imbeault | And about python and Lua, is there some wrappers for C++ that allow you to redefine class methods, create new methods, etc ? And is this feature can be controlled from the C++ code (for security) ? As I said, LuaBind does these things but fail in a context of inheritance, which is quite common in a game project. Methods I would like to redefined are for exemple, tests specific game loop, update methods of entities like player, update method of the game world itself, etc. | |
Oct 21, 2010 at 2:33 | comment | added | topright | And you include only those Boost libraries (headers) that you need. Boost is huge, but you don't care until you need this or that. | |
Oct 21, 2010 at 2:28 | comment | added | topright | I would say it is an advantage. You have many many solutions out of the box. And your project has only 1 extern dependency - Boost. Not many many little libraries (that use different styles, approaches, licenses, and in turn may have extern implicit dependencies) that are hard to update, sync with your code and maintain. | |
Oct 21, 2010 at 1:24 | comment | added | Frédérick Imbeault | About Boost, I think maybe it's a huge library and many many things are not quite useful in all projects. In fact luabind use Boost a lot and it's one of the things I didn't like. | |
Oct 21, 2010 at 0:22 | history | edited | topright | CC BY-SA 2.5 |
added 7 characters in body
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Oct 21, 2010 at 0:16 | history | answered | topright | CC BY-SA 2.5 |