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by djur
4444 days ago
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Embedded scripting languages seem to work best on what I'd call a 90/10 model. Either your game is written in the scripting language inside a thin compiled shell (to provide access to system routines and the occasional optimization), or your game is written almost entirely in the host language and just configured using scripts. So: 90% Lua, 10% C++ or vice versa, but not 50/50 or the like. In general, it seems to be a red flag if a single thread of logic runs back and forth between host and scripting contexts. |
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Or something else.
Honestly, having too much scrip is very much a thing to try and avoid. Perf (gc, etc), long term maintainability (usually no static types in script), tooling (frequently no debuggers, profilers, or the ones that exist are low quality), etc are all reasons for this.
If you're going to have 90% lua, you probably should be writing the game in lua anyway...