in reply to Re: Game programming using SDL and perl?
in thread Game programming using SDL and perl?

Now that's an interesting thought. I've been thinking about how to package this app to make it easy to install even for non-programmers. Ideally, the user should not need to have a perl interpreter installed on his/her system, and as I understand it, there are ways to do this (have to re-read Programming Perl again).

Embedding perl code in a C++ application might be an alternative as long as I don't have to sacrifice cross-platform functionality. Also, it'll give me a chance to brush up my C++ a bit, which is nice.

I must admit that I like python a lot because of it's syntax and OO-capabilities. But I think I'd rather use perl for this...

Cheers,
--Moodster

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Re: Re: Re: Game programming using SDL and perl?
by Molt (Chaplain) on Apr 13, 2002 at 13:57 UTC

    It is always a good idea when developing big games to keep the things outside the core nice and scriptable, it makes them a lot easier to change and also allows external developers to more easily bang out things like the Quake mods, TCOs, and even the huge Baldur's Gate add-ons which are freely available

    Perl should be a nice plugin language for scripting though, and with XS for your C++ integration (And Inline::CPP for your quick tests) you should be able to manage wonders.

    There is a nice tutorial on developing your own 'little language' for scripting in the Tutorials section of Flipcode. Whilst it probably won't help you with the technical implementation it will give you a nice overview of some considerations which you may otherwise overlook. It's the 'Scripting Language Tutorials Series', and it's worth a quick look at least in my opinion.