[MUD-Dev2] [TECH] Server Side Scripting

Caliban Darklock cdarklock at gmail.com
Wed May 30 09:10:58 CEST 2007


On 5/29/07, Roger D Vargas <luo_hei at yahoo.es> wrote:
> A friend told me that
> approach is very bad. His solution is to define a server/client specific
> language that gets checked at compilation time, opposite to my approach
> (code is checked at runtime). REally is that bad to make server
> dependant of scripts?

The approach has tradeoffs. Your friend is undoubtedly thinking that
your server wastes a lot of time recompiling your scripts, which is
probably true. However, your approach has a number of benefits. Since
your scripts are not compiled, but run as is, you can apply changes
more rapidly. You also don't have to worry about whether your source
and binary versions of the script are in sync.

So unless you're having trouble handling the load, I'd not worry about
it. Developer time is a lot more expensive than a few CPU cycles, so
until you have some documented evidence that using compiled scripts
will provide a solid benefit for YOUR GAME, my vote goes to ease of
development.



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