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by crq-yml
898 days ago
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This kind of pitfall has happened a lot to new game engine developers(myself included) - the scripting language shouldn't be the engine, but at the outset, exposing all the internals 1:1 so that "anything is possible" is the obvious thing to do. I now advocate, when the topic comes up, for the scripting to be strictly used as a configuration language: it can be used to initialize and pass data structures back to the engine, but it shouldn't be controlling the main loop. If you want it to define any specific runtime behavior like an AI policy, it's still more robust to make a targeted micro-runtime and have the scripting language compile to that. |
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