Just as the topic show, i doubt if a script language is necessary for a product game engine. What is the advantage and disadvantage?
As i have ask before orx don't come up with script language support, instead it offer the command and timeline which act the same as script language. Are there someone trying to have script language binding to orx?
Comments
Still, it is no that hard to adapt a C engine to use python (not for PC and linux, at least). I remember that sometime ago some people considered binding it to C#, not sure how far they went.
I also use GDB/Valgrind to check/fix memory problems I run into sometimes, but it is pretty rare.
You don't really need to allocate memory to use ORX, so most of the risk of using C is avoided (I also have been using C for a long, long time, so those problems are fast to fix).
Like with Unity3D, you can create your assets, implements their behavior and the game logic without the needs to recompile.
But since we don't have the studio, I'm good with Scroll.
Philippe
lydesik wrote:
It provides you with alot of callbacks like OnCreate(), OnDelete(), OnCollide() to name a few. Very usefull to implement your game objects behavior.
https://bitbucket.org/orx/scroll
there is also a simple map editor (ScrollEd)