Tim Sweeny, lead dev of Unreal engine made the following comment. Obvisouly UE is a very different beast than OpenTTD, but I wonder how much merit the comment holds when applied against the OpenTTD codebase. There are some similarities, mainly C++ and being a game engine.
The post personally triggered me since interop turned out a suboptimal experience in all the cases I had to use interop code (in my experience about 6).
Scripting language vs C++
Moderator: OpenTTD Developers
Re: Scripting language vs C++
there is certainly a lot of truth in this, but OpenTTD's scripting part has not yet grown this far, so the benefits still outweigh the costs.
Re: Scripting language vs C++
OpenTTD doesn't use scripting in the main game-engine though, the Squirrel interpreter is only for third-party AIs/gameplay scripting. Those can't be compiled in for obvious reasons, and the scripts use a fairly limited interface that's mostly equivalent to the player's UI - it doesn't duplicate the entire game state for core functions like a few games I've seen. If you don't use an AI or GS, the scripting engine doesn't do much/anything.Ruudjah wrote:Tim Sweeny, lead dev of Unreal engine made the following comment. Obvisouly UE is a very different beast than OpenTTD, but I wonder how much merit the comment holds when applied against the OpenTTD codebase. There are some similarities, mainly C++ and being a game engine.
The post personally triggered me since interop turned out a suboptimal experience in all the cases I had to use interop code (in my experience about 6).
NewGRFs are a bit more intrusive into core stuff for performance/feature reasons, but they're not really a 'scripting language' as such.
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Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
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Linux user (XMonad DWM/KDE, Arch), IRC obsessive and rail enthusiast. No longer building robots; now I ring church bells.
Author of an incredibly boring stickied post about NewGRFs.
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