http://root.cern.ch/drupal/content/cint
Have anybody worked with that? Is it worth looking as Lua alternative and makecint as toLua++ alternative?
CINT as scripting subsystem
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sleo
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nikki
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stealth977
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Re: CINT as scripting subsystem
Well, i found some comparison charts which shows CINT is median 270x slower than C++ code where python is only median 30x slower and C# Mono is only median 2.5x slower....
Ismail TARIM
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
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BTolputt
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Re: CINT as scripting subsystem
If you're looking at speed, LuaJIT 2.0 is incredibly fast. In some benchmarks, it outperforms C/C++ (though admittedly, those are probably contrived examples). With the work Mike Pall has put into that virtual machine, it is an incredible addition to any game engine needing scripting - it is based on Lua 5.1 (meaning there is alot of experience and documentation out there), it runs on damned near everything (PPC, x86/x86_64, ARM, etc), and the speed hit is very small for a typeless, cross-paradigm language.
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Kojack
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Re: CINT as scripting subsystem
CINT seems like it might be useful for prototyping c code or something, but not as a general purpose scripting system.
There's a lot of scripting languages which have a c style syntax and are probably faster.
There's a lot of scripting languages which have a c style syntax and are probably faster.
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sleo
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Re: CINT as scripting subsystem
Ok, CINT - high stability and very slow is for banking systems, LuaJIT for games.
How about AngelScript used in Ogitor? Or MonsterScript used in OpenMW?
How about AngelScript used in Ogitor? Or MonsterScript used in OpenMW?