Falcon as scripting language in Game Development

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Kojack
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Re: Falcon as scripting language in Game Development

Post by Kojack »

most likely Angelscript since it's syntax is c++
That could be a good thing or a bad thing, depending on who is your target audience for the script.
If it's just the coders, c++ style is probably more comfortable. But if you want artists or designers to use it too, I find that Lua or Falcon style syntax is a lot more non-coder friendly than c++ syntax.
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Re: Falcon as scripting language in Game Development

Post by Vectrex »

Kojack wrote:
most likely Angelscript since it's syntax is c++
That could be a good thing or a bad thing, depending on who is your target audience for the script.
If it's just the coders, c++ style is probably more comfortable. But if you want artists or designers to use it too, I find that Lua or Falcon style syntax is a lot more non-coder friendly than c++ syntax.
Artists and designers need to learn how to code :mrgreen: But if they don't know how to code, they may as well learn the most common way. I used to like dynamic variable types etc, but now they make me nervous :)
Anyway, the only reason I like angelscript is because we can instantly use it due to syntax (and to a lesser extent squirrel). It's predictable due to strictness and it looks really easy to register classes/funcs/vars. But most of all, nothing I've read has made me go 'wtf?' unlike every other scripting language I've seen. But some stuff is missing and/or pointlessly complex to do (it's scripting, it's meant to be stupid easy)
Falcon on the other hand has some really great features and the usually fiddly stuff actually looks really easy, like coroutines and messaging. I personally don't like unnecessarily different syntax (looking at you lua), but I can deal with it.
Squirrel is the other candidate which looks like a sane syntaxed version of lua ;) GAH, I've been staring at script languages for days now :D
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Re: Falcon as scripting language in Game Development

Post by jonnymind »

Falcon binding model is a bit more "convoluted" because it exposes the raw bones of the low level binding model. More; it exposes many binding models which are more convenient (read, performing, memory effective or simpler to implement) under different conditions.

The idea is that of providing the best way to share data between the script and the application in every situation, without pre-selecting a "good compromise" in place of the final application/module programmer.

Script <--> App data transfer/sharing is the most critical aspect of the embedding of a scripting language in an application. As Falcon was made to meet some critical time-constraint elements (in terms of processed messages per second), we needed to select the best way to transform data (or to share it through other means) in each different situation.

However, the current model is quite clean, and the "common case" is by no mean more complex than AngelScript's; still, it lets you have more control.

The new embedder's guide is being compiled here, but it's already half-complete:
http://www.falconpl.org/index.ftd?page_ ... ders+guide

Very well commented examples (tutorial oriented) are available here: http://www.falconpl.org/index.ftd?page_ ... lcon-embed.
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