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cyber_kinetist 2 days ago

For gamedev scripting, the gap has not been filled yet. Lua is good for embedding but the language itself is terrible for LLM usage (too much dynamic typing). C# is too heavy for scripting usage (long compile times, clunky to embed into a C++ engine), and other alternatives (AngelScript, daScript, ...) are just too niche.

tln 2 days ago | parent | next [-]

Why is daScript too niche?? Gamedev scripting itself is a niche, what can't you do in daScript or what would you not want to do in daScript?

daScript looks very complete

cyber_kinetist a day ago | parent [-]

Niche as in... I haven't heard anyone using it except for the studio that made it (Gaijin Entertainment). Might be a good language (at least from what the docs suggest), but needs some marketing to increase adoption...

Retr0id 2 days ago | parent | prev [-]

What about Python? LLMs seem to like it well enough.

w4yai 2 days ago | parent [-]

Slow and not so operable with C/C++

Retr0id 2 days ago | parent | next [-]

Slow I'll grant you, but I assumed for scripting use cases that didn't matter so much.

IshKebab 2 days ago | parent [-]

It doesn't matter that much. Probably 10x slower than C++/Rust is fine. 100x is a bit much though.

devilsdata 2 days ago | parent | prev [-]

This is not my area, but what about Rust or Odin?

cyber_kinetist a day ago | parent [-]

Rust is slow to compile, and not that productive when writing gameplay code (see https://loglog.games/blog/leaving-rust-gamedev/)

Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with game designers with minimal background in programming)