[MUD-Dev2] [TECH] Server Side Scripting

Richard Tew richard.m.tew at gmail.com
Wed May 30 09:15:54 CEST 2007


On 5/29/07, Roger D Vargas <luo_hei at yahoo.es> wrote:
> I have designed my server oriented to heavy scripting. C++ code does low
> level stuff, but knows nothing about entity attributes (stats, skills,
> items). All that stuff is handled by lua scripts. 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?

EVE Online (server and client) is done pretty much the same way as
your server.  Low level stuff is done in C++ and the rest is done in
Stackless Python.

Define checking :-)

Richard.



More information about the mud-dev2-archive mailing list