Original Post
Is it necessary in a .NET game project to create a scripting engine/language? It seems that with .NET assemblies being strongly named, and being able to access which external modules are being accessed by looking at the manifest that security is not so much of a problem. It already has late binding, so no re-compiling of the core game code is required.
Has anyone used this technique, or can see any holes in it?
Thanks
Rael