Skip to main content
gamedev.net
🔒 Locked

.NET as a scripting engine?

Started by Raeldor Aug 12, 2003 at 5:29 PM 2 replies 400+ views
Original Post
Raeldor
Raeldor
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
CpMan
CpMan
Nope, no need to. Use the embedded scripting. It rocks.

Article:

Script Happens .NET

also check out the addin at the bottom of my screen for some source that uses the script stuff.




VSEDebug Visual Studio.NET Add-In. Enhances debugging in ways never thought possible.
VSEDebug Visual Studio.NET Add-In. Enhances debugging in ways never thought possible.
Nypyren
Nypyren
Just on-the-fly compile C#, VB.NET, JScript or J# source into an in-memory .dll and use reflection to call methods. I''ve done it, it''s massively quick and you''ve got all the power you would ever need (although you don''t get any shortcuts like with most scripting languages), and you get the most control.
Hawkins8
Hawkins8
It seems that it has a whole class for the compilation of scripts on-the-fly, the CODECOMPILER class. Still i have not yet dig into it to see if it fits for script compilation.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.