Originally posted by CaptJosh
Ok Kazan. So he got hostile. Why do you have to respond in kind?
And if the primary developers don't want to do it, doesn't that rather settle it?
i think you'll find that I got neither hostile nor rude. I pointed out the flaws in his arguments in a calm and collected manner. On the contrary, the only hostility, anger, or namecalling, either here, or in the Ferrium forum, have come from Kaz so far as I remember.
Contrary to Kaz's assertions, there's no splooge dream here. I think its a good idea because it can make the engine more flexible and more open for modders. I don't care if python is used, perl, lua, lisp (a mature one, not one invented on the fly), php, JIT-C, Java, javascript, ECMAscript, VBscript, VBA, Rexx, or whatever.
Whilst I agree with Kaz on that JIT compiled python would be stupendously slow and silly (by a factor of about 500, depending on what study you look at), I disagree with him on the subject of compiled on load python. The bytecode is slower than object code--no real surprise--but it is quite fast enough for many more graphics and processor intensive games on the market right now. I assert that FSOpen will not suffer from a scripting layer and can, in fact, benefit from it. WMCoolmon has already pointed out that scripting bits can be effectively diked out just by checking for NULL in any place there is a hook.
As for defending a scripting layer? yeah. I'm guilty. I will continue to be guilty.
Taylor: the trick to using python in an embedded environment is to minimize what you have to use. Its not at all difficult to make python pretty damned slim. Don't import anything you don't need. Maybe use stackless python. Its not that bad. That said, I'm for ANY scripting language (well, maybe not something like VBScript
) over any bespoke solution.