Falcon as scripting language in Game Development
Posted: Wed Mar 04, 2009 1:54 am
Falcon Programming Language website : http://www.falconpl.org
I hear a lot on other related threads and forums that Falcon might be a very good alternative to Lua or Python (or Squirell, or ...) as an embedded scripting language. I'd like to hear more about people here that experiences using it, what went right, what went wrong, comparison to other alternatives etc.
In fact, I read a lot on the website and I'm considering it rather than Lua on my personnal game. As I'm not near the scripting system addition to the project, I can take time to think if something else would be more suited to my needs. But I don't have time trying to use it because a minimal test wouldn't reflect the real-world-with-a-team-on-a-big-game usage.
Now, here are some specific questions I'm asking myself about this language :
- lot of people says it's fast, but is it "thin", in memory at runtime I mean? (I think it would need some comparison to answer that...) Did you try it on NDS - does it fit in memory?
- it's easy to do context specific "language" based on Lua; Python, Ruby and Falcon may be more oriented to programmers than level designers for example (if they don't have a lot of programming notions). Are those kind of languages well received and used by non-real-programmer colleagues?
Real world experiences with this language really interest me...
I hear a lot on other related threads and forums that Falcon might be a very good alternative to Lua or Python (or Squirell, or ...) as an embedded scripting language. I'd like to hear more about people here that experiences using it, what went right, what went wrong, comparison to other alternatives etc.
In fact, I read a lot on the website and I'm considering it rather than Lua on my personnal game. As I'm not near the scripting system addition to the project, I can take time to think if something else would be more suited to my needs. But I don't have time trying to use it because a minimal test wouldn't reflect the real-world-with-a-team-on-a-big-game usage.
Now, here are some specific questions I'm asking myself about this language :
- lot of people says it's fast, but is it "thin", in memory at runtime I mean? (I think it would need some comparison to answer that...) Did you try it on NDS - does it fit in memory?
- it's easy to do context specific "language" based on Lua; Python, Ruby and Falcon may be more oriented to programmers than level designers for example (if they don't have a lot of programming notions). Are those kind of languages well received and used by non-real-programmer colleagues?
Real world experiences with this language really interest me...