|
|
|
|
|
by simoncion
4047 days ago
|
|
> How many AAA games ship with a fully dynamic language like JS? Every single game that lets you use Lua to write game logic? AIUI, every Elder Scrolls game since Morrowind? The Crash Bandicoot games? The Jax and Daxter games? (The Jax and Daxter games use http://en.wikipedia.org/wiki/Game_Oriented_Assembly_Lisp and the Crash Bandicoot games use its predecessor.) > At any point, do those games allow trivial fetching of new code from the network from an unspecified source, parsing and executing that code in or out of a sandbox? Every single game that permits custom levels that can include scripted elements fits this bill. See, though, this is a strawman. Almost every competently designed website is just like a AAA game in that all of the code that that site runs and all of the assets that it loads were explicitly selected by the dev team and tested by its QA team. Moreover, any user-supplied data is carefully handled and constrained so that processing of said data is low-impact and non-disruptive; just like in a AAA game. I also note that you're refusing to engage with folks who call you out on the fact that your argument that "Having to handle a wide array of obscure image formats and potentially invalid XML makes page renders and reflows slow!" is bunk. |
|
The XML/HTML stuff I mentioned elsewhere is still the same: it's not just simple missing character stuff, it's dealing with old pages that are semantically (not syntactically) malformed and still rendering them properly. See also quirks mode.
By contrast, game engines have level and script formats that they support, with simpler document models, and they get to deprecate things whenever it suits the developers.
As for scripting, just look at some docs for the Morrowing stuff you bring up: http://www.quicenter.com/morrowind/files/Morrowind_Scripting.... That's hardly on the same class of utility as Javascript--it's basically a procedural wrapper for stepping through basic scripted sequences. And that's fine--it's built to do that and only that.
Every single game that permits custom levels that can include scripted elements fits this bill.
"Scripted elements" is very, very different from, say, loading an arbitrary IDE into the browser: http://repl.it/languages
On the average, most game scripting languages don't support running Ruby, Python, or Erlang interpreters.